Most games don't get to level 20. I've had a number in the last few years that have. A DM has to be really good at holding groups together to get there, and often patching groups up to keep them together.
After a long day at work, after a long week, when I get a chance to sit down with my D&D group, crack open some beers, and just relax is something I always look forward to. Attempting to turn something like that into a SHOW is so antithetical to the temperament and vibe I need when I play TTRPGs! So I wholeheartedly agree with that hot take!
"I wanted to commit sudoku" haha! I'm stealing that... but anyway, the homebrew that I'm toying with lately (haven't implemented) is something a few of the new RPGs are incorporating; the damage threshold. So instead of rolling to hit then rolling damage, you always hit unless you roll a nat 1. Nat 1 is a miss, 2-5 is 1dX, 6-10 2dX, 11-15 3dX, 16-19 4dX, 20 is a crit. You don't add your prof bonus to the "hit roll" but you can add it to the damage roll. On a crit, you do 4dX+(Prof x 4). Getting rid of weapon damage dice. For martials, if proficient in a weapon, damage die follows the unarmed damage die of the monk table (starts at d4 and increases to d10). Casters, if proficient, get d4 for lvls 1-10, then d6 11-20. Pros: lets martials feel like they aren't wasting turns when the whiff, damage feels heroic, lets you pick a weapon for flavor not stats. Cons: damage scaling can get crazy with certain abilities, Hybrid classes/subclasses fall into a grey area that I don't know what to do with yet.
Most games don't get to level 20. I've had a number in the last few years that have. A DM has to be really good at holding groups together to get there, and often patching groups up to keep them together.
Exactly! (Vic here) I wish more games did but it’s always so unlikely unless you start at a higher level
@@IdCritThat it can be done, but you have to expect to loose some players along the way. Usually by level 20 a 5 or 6 player group is down to 4.
After a long day at work, after a long week, when I get a chance to sit down with my D&D group, crack open some beers, and just relax is something I always look forward to. Attempting to turn something like that into a SHOW is so antithetical to the temperament and vibe I need when I play TTRPGs!
So I wholeheartedly agree with that hot take!
Exaaaaaaactly!!
"I wanted to commit sudoku" haha! I'm stealing that... but anyway, the homebrew that I'm toying with lately (haven't implemented) is something a few of the new RPGs are incorporating; the damage threshold. So instead of rolling to hit then rolling damage, you always hit unless you roll a nat 1. Nat 1 is a miss, 2-5 is 1dX, 6-10 2dX, 11-15 3dX, 16-19 4dX, 20 is a crit. You don't add your prof bonus to the "hit roll" but you can add it to the damage roll. On a crit, you do 4dX+(Prof x 4). Getting rid of weapon damage dice. For martials, if proficient in a weapon, damage die follows the unarmed damage die of the monk table (starts at d4 and increases to d10). Casters, if proficient, get d4 for lvls 1-10, then d6 11-20. Pros: lets martials feel like they aren't wasting turns when the whiff, damage feels heroic, lets you pick a weapon for flavor not stats. Cons: damage scaling can get crazy with certain abilities, Hybrid classes/subclasses fall into a grey area that I don't know what to do with yet.
Oooo interesting we may write this one down 👀