Friday, September 23, 2022

5e Hardmode

This excellent rule supplement for 5E introduces many optional rules to make 5E a harrowing, gritty, Dark Souls-like experience. This is caused by the same folks who created Low Fantasy Gaming, so I love this company and the rules they put out.


Healing and Death

This is a needed set of rules to even approach 5E, as I can't stand the zero hit-point unconscious, healing word, zero hit point, healing word, rinse and repeat exploits of the base game.

This would not feel right if that was in a video game. Imagine playing a CRPG, and you could get away with the instant resurrection of seriously wounded characters by common heal spells. I come from the OSR, and zero hit points should mean something more than being knocked down by a non-lethal laser in a He-Man or GI Joe cartoon.

This set of rules is a small booklet introducing a few really great rules. Rule #3 is excellent; one death save at the end of the battle, fail and die. Healing magic or assistance gives an advantage. Combined with rule #4, that healing magic at 0 hit points takes 1d3 minutes to take effect, is another good rule.


Resting Rules

Combined with the resting rules (rule 5), they add the resource attrition game from Low Fantasy Gaming into 5E, which is beautiful. This set of rules doubles the class abilities and spells available, which seems like a massive boost in power, but these abilities are regained on a 2d6 roll with an average of "half expended" returned every long rest. Short rests do not return class abilities. Most of the results are "half" or "none" expended are returned.

It does seem like an odd rule, linking all spells and class abilities with long rests, but I can see the logic. Give the players a larger pool of resources, and make regaining them slower and harder, requiring a long rest. I am supposing doubling spells and class abilities and making them regain on long rests evens out with the ones regained with short rests and rapidly recharged over and over again.

Short rests are only good for regaining hit points with hit dice.


Retreat and Chase Rules

The book has rules for retreating from a fight and also chases. They mention the retreat rules are the most critical part of the 5e Hardmode rules since this allows the referee to throw any type of encounter at the party, balanced or unbalanced, and gives the party a heroic "escape" if things do not go well. This also makes refereeing the game much easier since you can play looser with balance and have more brutal monsters show up for a real challenge.

I sense OSR fans wrote this. And I really appreciate it.


Highly Recommended

Honestly, I can't see playing 5E without this. Level Up Advanced 5E or Original 5E would work great, with my preference being the former. This is a straightforward "mod" of the game that adds that wonderful and dangerous OSR flavor to 5E games, and it lets players stick with a 5E set of rules (what they are used to) and increase the difficulty of the game to epic proportions.

To me, this makes 5E a challenge, which interests me. I can't play a game that I know is too easy, or it is impossible to lose a character. I want that sense of danger. I like that thrill of overcoming impossible odds. I like that Dark Souls or Elden Ring level of challenge.

If a character goes down during a fight, that is a serious thing. No low-level spell or healer's kit will pop them back to their feet. They may suffer a severe long-term injury. This affects the balance of many written "boss encounters," but so what? Use the retreat rules. Or perhaps you will TPK. That should be a risk of adventuring.

I want resting to matter. I love that feeling of running out of resources, spells, abilities, and even healing hit dice for short rests. I also like resting to be a little unpredictable; maybe one character did not get a good night's sleep. All that factors into the adventure. Long journeys drain resources. Perhaps you need to rest a few days to prepare. Maybe that eats resources and increases the chances for encounters. Perhaps you need to use fewer encounters during a travel session and make spending those hard-to-recover spells and abilities a hard choice.

This is one of my "must-have" mods for playing 5E, and it hits all the right OSR notes for me and makes 5E exciting and tactically challenging again.


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