
Hey guys, First off, I've completed all the dungeons and monsters for the Princes of the Apocalypse campaign (whew!). The end is not as close as it sounds - we have a few weekends yet so don't worry. Having said that, I want to put a bug in your ear that I'm going to ask for feedback on the PotA campaign to improve as a DM. I'll want to know what was most memorable in the campaign (so I know how to handle theme), and I'll want to know what I did best and what I did worst as a DM (in general) so I know where to focus and where to improve. As anyone who has DM'ed before knows, if you prep for 8 hours you'll get about 4 hours of gameplay. So I'm already looking ahead to the next campaign. And I wanted to know some general thoughts ahead of time so I'm not wasting precious prep time. The next campaign module is Out of the Abyss which reviewed favorably on Amazon. I've read about 30% into it and it seems pretty good; about on par with PotA so far. There's a mix of dungeon/encounter and roleplay. But it does focus a lot on random encounters via travel. Fortunately, Roll20 makes it easy to generate randomness. However I'm looking for ways to spice up travel sequences and resource management which is a big component of the campaign. So I'm looking at house rules again. I don't want to impose rules that the players hate; that's counter-productive. So there are three things I'd like feedback on: 1) Resource Management . The campaign focuses a lot on downtime activities, and goes into a lot of detail on the materials you'll find in the adventure. However the rules on Downtime Activities in the PHB & DMG are kind of boring in my opinion. You're looking at (gp) value per hour of downtime and it loses some of the theme. Having said that, it's D&D and numbers need to apply. So what do you guys think of crafting your own equipment piece by piece? I'm talking about armor, weapons, and especially items like crowbars, torches, medicine kits, etc. Is adding complexity on inventory adding to theme or adding to boring ? Bearing in mind a materials tracker that I can implement. 2) The Core Rule. D&D has always been based on the d20. I hate the d20 because it's a flat progression. You have a 5% chance to score any result from 1-20. It's very luck-driven, or 'swingy'. A STR 20 character's odds aren't much better than a STR 10 character's odds to break down a metal door, simply due to the 'swinginess' of the d20. I've come up with a new Core Rule that focuses more on the character's skill while still offering a fair portion of 'luck' using Fudge die. I realize that reinventing the wheel is usually not a good idea, but I feel like you guys can handle a tightening of luck in favor of a bit more sense. I'm purposely being vague on the core mechanic as I'd prefer a more open opinion of the d20 in general. To give some specifics though, this new core mechanic gives room for you to craft specialized equipment. To start off, instead of all warhammer s being the same, some can be better crafted than others, giving them a "quality level". This means you can get bonuses to attack and/or damage without having it become a magic weapon or armor. It also means that armor can become piecemeal. You can have a chainmail hauberk (chest), leather pauldrons (arms), and plate greaves (legs) all with different AC (quality) values, and all depending on how well they're crafted and what raw materials you've accumulated in your travels (see where I'm going here?). Also bear in mind that Roll20 can calculate everything in real time so it's really more a system of intent than book-keeping; hopefully adding to theme and not boredom. It also means more incremental bonuses to attack and AC/DR, like the random loot tables you see in most video games which offer a faster risk/reward system. Further, having a new die mechanic changes how most monsters function from the Monster Manual and adds a level of threat / removes a level of metagame from the entire book for those who have read it, increasing interest/intrigue in what would otherwise be stale random encounters. This is the Core Mechanic of the custom system I've been working on for the past 8 months. It's still in the works but it occurred to me that it's a direct translation from the d20 (1-20; 1-100 in increments of 5) and would work to increase the 'spread' and make room for "power creep" that has plagued the D&D system (and every system ever created), while still preserving the 'bounded accuracy' that everyone loves about 5e. 3) Armor as Damage Reduction. I've always hated the Armor Class (AC) system and favored the 'AC as DR' system. Basically this means you add your DEX mod to AC for light and medium armor (to a lesser extent for the latter), and the armor bonus becomes a damage reduction bonus. IE: leather armor reduces all slashing, piercing, and bludgeoning damage by 1 while plate armor reduces all slashing, piercing, and bludgeoning damage by 8. If you include suggestion #2 then you can craft specialized armor that focuses on other damage types without becoming magical . Everything else remains the same as far as damage die. (Obviously feats like Heavy Armor Master stack with armor DR). Let me know what you guys think.