A few notes on rules-
To put it out there, I love a low powered game. More regular people step up than 'chosen one' fulfilling destiny. So there are some changes I use to emphasize that, but I also want to take this space to talk about other rule changes and my particularities.
Previous Edition Confusion
I'm going to be honest. I've played every edition of D&D, and I will occasionally slide into an older edition's rules by accident. For example, I will call for a Will Save (from 3rd/4th Edition) instead of a Wisdom Save (5E). Most of the time this is unintentional, and just part of the huge barrage of rules that live in my head. However, there are some rules that I prefer from older editions, however most of them are back ground or monster rules, and will not necessarily impact you or your character.
Short Rest/Long Rest
To emphasize the low power themes of this game, I will be using the alternative Short Rest/Long Rest rules. This means that a Short Rest is a full night's sleep, and a Long Rest is a week of rest OR at the end of an adventure.
Real World To Avoid Confusion
There are a lot of cool fantasy things out there. However, a lot of them are just unnecessarily confusing. Especially things like the Calendar and Holidays are just going to be using the real world. So for instance Halloween will be 10/31/22 instead of 'Day of the Honored Dead' on Far, 27 Nymm, 999 YK. Playing D&D already takes a lot of mental bandwidth, and adding converting from Nymm to October is just unnecessary.
Item Cards instead of Encumbrance
One of the things that generally EVERYONE forgets about in D&D is encumbrance. That's because it is fiddly, requires a lot of math, and doesn't really provide a good sense of what is going on in game. The thing is that D&D is Strategic not Tactical, which means that the decisions that you make before combat are more important than the ones made in combat. So I'm stealing a thing from Troika, every character has an item card with ten spaces. That's all the things they are carrying on their person, you might have more things, but they are not readily available. This makes the things that you carry much more important than standard D&D where you can carry a golf bag full of great swords as long as the math added up.
The following rules apply:
- Light Armor Costs 1 space
- Medium Armor Costs 2 spaces
- Heavy Armor Costs 3 Spaces
- Weapons cost a number of spaces equal to the max number of hands you can wield it with. Versatile weapons use two spaces.
- Other Held Items cost one space (for the most part). NB: Spell casters should have their focus as an item!
- A group of objects take up one space (for the most part)
An example-
Gym, the fighter:
- Plate Mail (Slot 1)
- Plate Mail (Slot 2)
- Plate Mail (Slot 3)
- Shield
- Longsword
- Long Bow (Slot 1)
- Long Bow (Slot 2)
- Quiver of Arrows
- Healing Potion
- Torch