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D&D Story Mode (5e)

Alternative D&D 5th Edition rules for faster, cinematic gameplay. · By frostyfreeze

I really like this!

A topic by Chaunceyk created 50 days ago Views: 65 Replies: 3
Viewing posts 1 to 4

I've been looking on/off for years for something simpler than, yet still familiar to, 5e. I've played BECMI, 4e, and 5e, so I've looked for alternatives in a traditional fantasy rpg (elves, dwarves, halflings as PCs, swords and sorcery). Even when I'd find a simpler game system, I couldn't fully grasp it because DnD is so ingrained in me that my mind just naturally defaulted to what I already know.

But what you've put together here seems to be hitting the balance of simpler and familiar that I've been looking for.

One thing I need clarification on is monster stat blocks. The goblins and giant centipedes in your PDF starting adventure differ slightly from Dndbeyond, in bonuses to hit/damage and in saving throws. Any tips on how I should adjust monster stat blocks on my own?

Oh, and also skill checks. Are we still using the same DCs as standard 5e in regards to easy, normal, hard (etc) challenges?

And now that I think of it, how are we handling CR, so I don't end up with potentially too easy/hard of a combat challenge?

Thank you!

Developer(+1)

Thanks, I'm glad you like it!

Stat Blocks:  I honestly just start with what I want a monster to be fiction-wise, then pick a stat block from another monster that works for the party's level.  I think CRs should be about the same.  I sometimes adjust stats before/during combat based on how the players are doing.  I've never really liked the idea of "official" monster stats, since it kind of ruins the mystery if players are too familiar with what they are fighting.

Skill DCs:  Same as the official rules. 

Developer(+1)

Also, last year I started working on a standalone RPG inspired by Story Mode.  I will post something here if/when I ever get that out the door. :)

Cool, looking forward to it!