

The basic idea of respawning enemies is still there, but now its much more meaningful. Maybe when you rest at a bonfire (or die), time skips ahead so that by the time you emerge from the mists several months or years have passed. If I were to try a souls themed campaign, I'd try to adapt the mechanic to be more appropriate for tabletop.
#5e dark souls compendium free#
All you get from this is time wasted and basically free XP. An interesting well designed encounter can either be followed by sneaking past the weaker replacements or a boring encounter the PCs are basically guaranteed to win. Not only are these enemies weaker than ones you've already beaten, but you know exactly where they are too. And any fight the PCs won the first time would be at worst the same difficulty the next time around.īack to your rule: you rest and weaker enemies spawn. You just died to X, what do you do? Unless X was far stronger than you, "we sneak up and ambush X", or even just "we walk up and repeat the fight without being surprised" would be enough to clear most reasonable encounters. Each time you retry, you get a bit better at the game and you have more knowledge of what's ahead.ĭisregarding the lower CR part of your rule for a moment (and assuming you have a rule for respawns), think about how that would work in D&D. This works because the game is so heavily based on player skill.
#5e dark souls compendium series#
I absolutely love dark souls and I can't wait for DS3 (it releases tomorrow in Japan I believe), but I don't think this mechanic will translate very well from computer to tabletop.ĭark Souls presents itself as a series of "try to survive until you find another bonfire. How's it sound? Considering that they'll be going through roughly 12 encounters, including medium, hard, and 1 deadly, as well as navigate through traps, is it balanced? Suggest anything different? They can only be refilled on a LR at the bonfire. Basically giving them an incentive to try to clear as much of the dungeon as possible.Ī second idea I was thinking about implementing was the use of Estus flasks, which would be 2/LR, and act as Potions of Greater Healing (this dungeon is made to kill). Long rest is available, however, cleared rooms will respawn with monsters of a lower CR rating than what previously inhabited it.įor instance, a room with 2 CR 3s and 4 CR 1/2s might now be occupied by 4 CR ones or two CR 2s. Short rest is available and allows for safe resting for SR abilities. Beyond the borders, players can rest but run the risk of an encounter (roll of 10 and above). Below is what I've come up with.Īllows for safe rest within the confines of the room that the bonfire is currently in. So I wanted to come up with a mechanic that simulated the Dark Souls style of resting by bonfires, so that it's functional but doesn't increase the difficulty of the dungeon by too much. Part of this idea is that there's no way out, at least none that the players will find this time around. So I'm looking to run a Dungeon crawl using the Dark Souls Compendium monsters put together by /u/Braggadouchio. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at Hey /r/DnD, For example, Dungeons & Dragons® is a trademark of Wizards of the Coast. This subreddit may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries.

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