snickersnax
Explorer
I have a great group of highly competent players and I'm thinking about running our next campaign with a 5e "hard mode" rules set. We are all interested in a campaign that plays more like a fantasy novel and less like a cartoon or video game.
What I have so far is:
1)HD = 1 + proficiency bonus, first level characters will start with 3HD and max hit points, and will have 7 HD at level 17+
2)ASI = +1 to ability scores instead of +2
3)Feats = no feats or possibly feats for variant human, fighters at level 6 and 14, and rogues at level 10
4)No multiclass or possibly no multiclass into barbarian and sorcerer and no multiclass out of monk, paladin, cleric, or warlock (without penalties)
5)No scaling cantrips
6)Strength doesn't add to hit, Dexterity doesn't add to damage.
7)Slow healing: no short rests, long rest healing is 1+ con bonus
8)No extra attack, except fighters at level 11
9)Having skill proficiency gives minimum roll of 10, expertise is not double proficiency, but gives minimum of 15
10)Ranged spell attack to hit is dexterity based
11)Fireball and lightning bolt reduced to 6d6 damage, delayed blast fireball reduced to 10d6
12)Eliminate paladin divine smite, ranger damage from hunter's mark and warlock damage from hex
13)Old school wizards must prepare spell slots
14)No superiority dice for battlemasters, they can use maneuvers with no limit and no dice
15)Proficiency bonus added to AC
16)Armor gives damage reduction, no bonus to AC
17)Bards are 1/2 casters
18)Polymorph doesn't add any hp and also doesn't meld equipment.
Some of these rules I already use, the big one is the change to HD and rebalancing around ~1/3 hitpoints at high level.
What I have so far is:
1)HD = 1 + proficiency bonus, first level characters will start with 3HD and max hit points, and will have 7 HD at level 17+
2)ASI = +1 to ability scores instead of +2
3)Feats = no feats or possibly feats for variant human, fighters at level 6 and 14, and rogues at level 10
4)No multiclass or possibly no multiclass into barbarian and sorcerer and no multiclass out of monk, paladin, cleric, or warlock (without penalties)
5)No scaling cantrips
6)Strength doesn't add to hit, Dexterity doesn't add to damage.
7)Slow healing: no short rests, long rest healing is 1+ con bonus
8)No extra attack, except fighters at level 11
9)Having skill proficiency gives minimum roll of 10, expertise is not double proficiency, but gives minimum of 15
10)Ranged spell attack to hit is dexterity based
11)Fireball and lightning bolt reduced to 6d6 damage, delayed blast fireball reduced to 10d6
12)Eliminate paladin divine smite, ranger damage from hunter's mark and warlock damage from hex
13)Old school wizards must prepare spell slots
14)No superiority dice for battlemasters, they can use maneuvers with no limit and no dice
15)Proficiency bonus added to AC
16)Armor gives damage reduction, no bonus to AC
17)Bards are 1/2 casters
18)Polymorph doesn't add any hp and also doesn't meld equipment.
Some of these rules I already use, the big one is the change to HD and rebalancing around ~1/3 hitpoints at high level.