[@Gordian Nought][@Ms Ravenwinter][@Lauder][@Hekazu][@Big Dread][@Zverda][@Cu Chulainn] Holy crap that's a lot of people. ANYWAYS. I did have some important stuff to ask you. I would like feedback from everyone in regards to each individual piece. Below is a list of optional Homebrew Rules that modify the feel of the game. Keep in mind that my intention of this game is to be a high seas adventure with danger and glory around every corner. I am not planning to implement any of the features below unless everybody is on board. Please let me know if you don't want any particular optional rule, and if you like these rules, please comment below and say as much. Once again, these affect core features and might make the game more challenging, but at the same time, more satisfying. 1) [b]Resting Mechanics[/b] Short rests will be unchanged. Long rests will no longer restore full HP, but you may use hit die and any other short rest mechanic during a long rest. All other standard rules apply. See PHB 186 for more information on resting. [b]Why this is an option:[/b] In 5e, you heal up at an incredible pace, especially when compared to Pathfinder or previous versions of D&D. Normally, at the end of a long rest, you can go from 1 HP and barely clinging to life to as healthy as you were before that arduous battle. Implementing this rule will make it more challenging to heal to full for both you and your enemies. Healing spells and abilities will be more valuable, and hit dice management will actually be important. Feats like Durable, Gourmand, and Medic increase in value, as do abilities like Song of Rest and items like Periapt of Wound Closure. On the other hand, Feats like Tough and racial abilities that increase HP without increasing Hit Dice will make it more difficult to reach maximum HP. Resting becomes more strategic instead of automatic. 2) [b]Critical Damage[/b] When scoring a critical hit, the initial damage dice of the attack is maximized. This applies to both weapon and spell attacks, and affects all initial damage dice. [b]Why this is an option:[/b] In 5e, only the dice are doubled on a critical hit (static modifiers do not get doubled). This works out well mechanically, considering that you can get a lot of dice to add. However in practice, it often lends to having a normal hit deal 15 damage and a critical hit deal 9 damage. It can make criticals feel underwhelming in a way that has never been a part of D&D previously. This rule change brings back the power and excitement of seeing that natural 20 land, maximizing the potential of your critical hits. Only the initial dice are doubled, meaning barbarians with improved critical damage still roll critical damage per normal. Be warned that this rule affects enemies as well! Enemies often have rather high damage ranges (like 4d10 on a weapon attack). But in order to experience glory, don't you need to experience some danger as well? 3) [b]Death Mechanics[/b] In D&D (especially 5e), Death is not as much a deterrent as one would assume. I am proposing two new rules to encourage strategy and avoiding deaths. A) Whenever a resurrection ritual is performed, the party will need to perform a series of checks (maximum of three) with ability type, advantages, and disadvantages assigned by the DM. These checks will be a measure of the characters' attachment to the deceased, as well as a means to encourage the deceased to return to the living. The average of these checks must meet or exceed the Death Save DC (starts at 10, see below). B) Whenever a character is successfully resurrected, the Death Save DC increases by 1. This DC is used whenever a character is knocked unconscious and during a resurrection ritual. [b]Why this is an option:[/b] Especially since we are starting at a high level, Raise Dead and similar spells are easy to procure and fairly cheap to cast. Without the fear of death, characters are more prone to, well... stupidity. The DCs are not difficult to attain for most characters, but if a character continues to die over and over, the DCs will get higher and it will be eventually impossible for them to be brought back. This rule is not intended as a punishment, but rather as an encouragement for better strategy. Plus, we're telling an intriguing story, and although we're all awesome heroes, we all know that a good funeral scene makes for some excellent storytelling. And just maybe some people might have some alternate characters they want to try out.