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Writer's pictureHankerin

Runehammer D&D 5.5 rules mods

D&D 5.5 is here at last. True to form, a thorough reading and poking of the text has incited a series of changes to fit my tables. We'll be switching to this 'system' on our 55th session, so time to dive in! Before we get in to the modifications I'm proposing, let me set some up some juicy context.


My players are lunatics. Madmen! If a rule presents a cognitive burr to the flow of play, it will lead to questions. Questions take time. Time means less turns per session. Less turns means less adventure! Therefore, I work hard to pre-think my players' sticking points, knowing them all-too-well. "What's my STR modifier again?" Some questions, even repetitive, are ok, but some can be eliminated with tidy thinking.


I mention all this so it is evident WHY I would mod so fresh a rule system. Ever-skeptical should we be of those who hack before they truly play and know a system, but after a decade of 5e, 5.5 feels like old boots with new laces, so let's stride ahead with assurance.


If we are going to take on Emperor Croakokame with D&D 5.5, we'll need some badass mods.

As always, take what works, toss the rest. Your table, your way. Here's what I propose...



>>> Hardcore Attribute array: Determine attributes with 3D6 ‘down the line.’ These rolls are made in the presence of the entire group. 


Like the titans of old, determine your six attributes with six 3D6 rolls, in order. No antics. In general, using this method will result in lower attribute arrays. Players should be encouraged to celebrate low attribute scores, rather than lamenting a hypothetical low roll in the future. This method celebrates diverse groups, rather than trying to make all heroes ‘pretty good’ at all six attribute areas.


>>> No weapon groups: When a class indicates a ‘weapon group,’ (such as martial) each is reduced to a single chosen weapon for selection. Since proficiency bonus is not used (see below), this weapon knowledge allows use of the indicated weapon. Weapons outside a character’s familiarity are not usable with any measurable effect.


>>> Strict weapon training: To add a weapon beyond your base familiarities, you must gain an ‘Additional Weapon’ feat.


Again, these two modifications seek more diversity in characters, rather than the homogenizing effect of weapon groups. When considered with mastery aspects, group complementarity is much more intentional to achieve for savvy players. "We need at least one PUSH weapon if we're going to explore Moria, guys."


>>> Venerable: For each 20 years of age beyond young adulthood, take -1 CON, STR, or DEX to gain 1 school/circle of spells (see below) or weapon for selection. This can be stacked up to 3 times.


Too often is advanced age overlooked in fantasy! The body may be a bit creaky with years, but the mind grows ever stronger. This modification encourages age diversity in groups, as well as offering a path to those who prize versatility over brute attribute power.


>>> Exhausted: If suffering exhaustion, all rolls are made unmodified until taking a rest (long or short). ‘Levels’ of exhaustion are not used. The state is made simple and binary. Negative modifiers from low attributes, sadly, stay in play.


Tracking exhaustion is, itself, exhausting. Become exhausted by rules as written. The DM is also encouraged to deploy exhaustion with narrative circumstance, critical fails, magic effects, over-exertion, or a consequence of being critically hit.


>>> Bloodied: If bloodied, enemies make all rolls unmodified.


Like exhaustion, this modification is proposed to simplify the numeric load of the game, rather than add to it. The DM is faced with ever-simpler (and therefore faster) rolls as combat progresses and foes become bloodied. At our table we calling this 'rolling raw,' where a die is read with no modifiers.


>>> Shaken: If you are dropped to zero HP, no matter the outcome, you are exhausted until rest (long or short).


Healing and potions may recover the almost-killed, but the experience chills the blood and leaves bones aching.


>>> Strict HD: Roll hit point dice to recover HP when resting, regardless of long or short rest. Hit Dice are only replenished by a long rest, magic, potion, or special ability.


This one has been around for years. No easy buckets!


>>> Strict alignment: If acting outside one’s alignment, all XP in that session is forfeit.


Too often is alignment seen as lacking teeth. This rule can be painful to enforce, but explained as ‘a truly out of character moment… who is this person?’  The DM should be fully transparent when such actions are being considered.


>>> Simple proficiency: If proficient in a skill or save, use attribute modifier as normal. If not proficient, roll unmodified.


Adding +2 to all kinds of things adds a layer of delay and questions to 90% of all turns in D&D. Eliminate it with this simple fix.


>>> No Spell Slots: Rather than utilize spell slots, caster classes may take a ‘Push Spell’ feat to cast a single spell at their maximum slot level. This ability is replenished with a rest (long or short).


Few rules induce more table delays and questions than spell slots. This modification compresses the act of empowering a spell to a single moment. Escalated slot rules are used as written.


>>> No true subclasses: Subclass features are treated as feats, gained only with noted level threshold, when a feat acquisition is available. Gain such feats only within your own class, freely mixing subclasses.


Since some eccentric feat interactions can be attained in this way, the DM should always be included when subclass features are taken as feats.


>>> Relish the low levels: All XP level-up thresholds are 10X listed values.


No more killing 30 bats to reach level 2. You must kill 300 bats. Lol.


>>> Strict grimoires: If a casting class, you are confined to a single school or circle of magic for spell selection. To select spells from an additional circle or school you must gain an ‘Expansive Grimoire’ feat or use the Venerable rule above. This feat unlocks one additional circle or school only.


Again, pushing diversity in casters by confining them to smaller spell groups.


>>> Spell intuition: If a casting class, a spell of available level can be acquired as if it were a feat. It is cast as normal.


>>> Feats as progression: Gain 1 feat with each level, or as a milestone earned by special play circumstances.


>>> Simpler resistances for foes: Foes are only resistant to weapons, magic, or both.


Countless DMs wind up ignoring resistances to keep combat flowing, or simply by forgetfulness. This rule vastly simplifies resistance, making it far easier to remember and deploy.


>>> Death saves: When starting your turn at zero HP, roll a death save, using your CON bonus on the roll. If you fail this roll, you die instantly. If rolling a natural 20, you recover 1 HP instantly.


Characters with low CON scores should have a far more potent fear of death, and that roll should be of the absolute highest tension.


>>> Attacks of opportunity: Rather than granting a free attack, clumsy disengagement grants a +5 attack bonus to combatants so abandoned, in effect for the ensuing round. 


This change works to limit an overabundance of opportunity attacks in combat, encouraging more dynamic movement and faster resolution. 


Good mods are never wanton. I know we'll need the mods above to keep our focus where we like it:

on tense action, teamwork, and fast-moving turns. These giant chains aren't going to sever themselves!

Attack!


Go forth, 5.5'ers. May your dice be cruel.

-B




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