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Joined 3 years ago
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Cake day: June 1st, 2023

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  • I stopped playing D&D a while ago, before 5.5, I mostly plat OSR games now, bit I own both Nimble and Draw Steel.

    I think the nimble dying rules are good, I think pairing them with the existing exhaustion rules will work well.

    If you would like another example of something you could try that is even more punishing, at my table, when someone drops to 0 hit points they roll a d4 under a cup and that is the number of round they have to live, you don’t look under the cup till another player checks on them. If you want to be note generous you could give them a +1 or +2 or have them roll a d6. The not knowing if you will make it in time to save your friend really amps up the drama.

    Basically any initiative system will work with D&D, you just have to figure out how surprise and things like the alertness feat are going to work (does 5.5 even have the alertness feat?)

    Spell slots are a lot harder to replace because they are so tightly integrated into the game. You not only need to think about the magic system, but also abilities that use spell slots as currency (divine smite, etc.). You would have to look through all the classes your players are using and come up with mana costs for any ability that uses spell slots.

    As far as if the Nimble rules are balanced, I would have to do the math, but it is only granting 1 mana per spell slot, not 1 mana per spell slot level, so a fourth level spell slot still only nets you 1 mana. Seems pretty balanced to me.

    Why specifically don’t you like spell slots? I think of this as mostly a player facing mechanic. If spellcasting monsters (which suck to run) have got you down, just edit those to cast only useful spells or turn the spells into recharge abilities. MCDM’s Flee Mortals would be good inspiration for better monsters to run, if that is what you are having trouble with!

    Everyone struggles with D&D at points, especially as a DM. You are not alone!