Ruleset : Hardcore
🕑 Added 2024-02-18 17:00:13 +0000 UTCHello!
Today, we will discuss the latest version of the Hardcore Ruleset. Like Rulesets I’ve released in the past (and will release in the future) - each one is modular - meaning - you can apply as many of these as you want to your game!
Character Creation
Typically - Character Creation for D&D and TTRPGs revolves around a player building their character around a concept. However, this is the reverse in Hardcore, as a concept is developed around what is created as a character.
Character creation is done in a specific order:
1. Choose Race
- Select a Race
- This can be done randomly or can be chosen by the player.
- It is recommended to limit selection to races from the Player’s Handbook.
- As time has passed in D&D - the content released has been given a bit of a power boost. This isn’t a bad thing - as it makes the game more accessible - but for this rule set, we are looking for a challenge.
- It is recommended to use the race’s Ability Score Increase instead of choosing +2 to one ability score and +1 to another ability score.
- When using the new way Ability Score Increases is handled with newer D&D content, the ASI should be randomized. (See Table 1-1: Racial Ability Score, attached below).
- Roll the d6 twice. The first result is +2 to that corresponding Ability Score. The Second result is a +1 to that corresponding Ability Score.
- If the second roll is the same as the first, the player can reroll - OR - let the result stand - making the Ability Score Increase a +3 to that ASI. The GM determines this.
2. Roll Ability Scores
- Roll 3d6 for each Ability Score.
- Ability Scores are rolled in the following order and cannot be moved around.
- Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
- After all Ability Scores are rolled, the player can choose to do a full reroll on all of their stats.
- It is recommended to only do this once. As GM - if you’d like to do this multiple times - it will ease the difficulty (which is fine!).
- The player must accept the new result (see below)
- As GM - to make this more accessible - you can have a player choose which result they want. Highly recommend keeping the rerolling of stats to once - as multiple rerolls will significantly ease the difficulty.
- Also as GM - be mindful of what has been rolled. If the highest stat is a 12, for example, the player will have a really hard time in the beginning. If this happens, consider rolling on the Table 1-1: Racial Ability Score, and upping a non Constitution stat to 14.
3. Select Background
- Players can select a background or have one randomly chosen.
- As a GM - you can create a table of Backgrounds that can be rolled.
4. Select Class
- Players select a class.
- We have players select a class at this stage because all of the stats for this character have now been rolled, allowing a concept to be created within what has been generated.
- Classes should NOT be randomly chosen - as the predetermined stats may not align with the class generated.
- From a story standpoint - this is one choice a player has over their destiny. Think of it as finally leaving the homestead and pursuing your dream job.
5. Starting Wealth
- Starting wealth should be rolled for.
- See your class’s starting wealth section for more details.
6. Start with Maximum Hit Points
We have tried having hit points rolled for - but had a lot of trouble with this, leaving this desperately up to fate. Those who rolled low often found themselves unconscious after the first hit - or, at worst - dead after a critical (which can still happen with Max HP!).
There’s hardcore - then there’s unfun punishment.
What happens at 0 Hit Points
Getting knocked down to 0 hit points is part of the journey, but in Hardcore, this can add to the story.
Injury
A character suffers an injury that varies from something as minor as bruised ribs or something as significant as a severed limb. As a GM, you will want to work with your table on what an injury could be - as some injuries may be triggering to some players around your table. Even though this is a ‘hardcore’ experience - we still want players safe and comfortable around the table, so make sure your players know the potential consequences.
As for Injury Tables, there are plenty of great ones online, or you can use the one labeled in the 5e Dungeon Master’s Guide.
Death Saving Throws are Hidden
The GM handles all Death Saving Throws and is made privately. This allows for being knocked unconscious to be an ordeal in the world or hardcore. To see how many Success/Failed Death Saving Throws a character has, any character proficient in Medicine can make a Medicine Check (DC equals to 10 plus the character’s level).
Failed Death Saving Throws Persist
Being knocked unconscious is an ordeal that shakes the very foundation of a character’s body. Because of this, Failed Death Saving Throws persist, even if the character restores hit points. To determine how many Failed Death Saving Throws a character has, see the Medicine check in Death Saving Throws are Hidden up above.
Completing a Long Rest will clear all Failed Death Saving Throws.
Leveling Up
Surviving Level 1 in hardcore is an accomplishment, so take time to celebrate around the table!
Increasing Hit Points
In Hardcore, As GM, give your players the option if they wish to roll hit points are not - leaving their fate in their own hands. The temptation of more hit points is constantly enticing - but there’s something to be said about playing it safe. If a player chooses to accept the ‘average’ hit points, it will be at a below-average result (See Table 1-2: Hardcore Average Hit Points). If a player chooses to roll for their hit points, they must accept the result, even if its below the average hit points.
Fate Points?
For those who have watched our Lost Mines Hardcore series, we used a system called Fate Points to allow players to refine their characters. However, we will go over fate points in a future post - as this is an optional rule you can use to enhance the leveling-up experience - not just in Hardcore. The only addition for hardcore is that a dead character loses all saved-up Fate Points.
Recommended Optional Rulesets
Below is a list of recommended optional rulesets to incorporate with your hardcore experience. These are my opinions, but feel free to discuss which of these you wish to incorporate with your table - the only wrong way to play a game is one where everyone is not enjoying themselves to the fullest.
Level 1 Ruleset
Even though this is hardcore, it is highly recommended to use our Level 1 Ruleset we released last week. Level 1 is challenging, leaving much to fate and the dice roll - this allows it to be more reasonable.
Fate Points Ruleset
Later on, we will release a Fate Point ruleset for leveling up. This allows players to rework their characters throughout their adventures.
No Druid Wildshape
Druid Wildshapes will override a lot of the spirit of Hardcore, allowing Druids to bypass limitations through transformation. If you still want Druids to wild shape, it is recommended to either remove the bonus hit point pool provided by that wild shape, or have it so that wild shape grants a small amount of temporary hit points for the more ‘tankier’ wild shapes (for example - you may want to have a bear provide 2x a character’s level in Temp Hit Points when they wild shape). No matter the route you go, if you allow wild shape - they would use the player character’s original hit point pool, and revert and fall unconscious when their hit points drop to 0.
Conclusion
There are many ways to elevate your 5e experience, and I hope I was able to provide you with one option. Remember - as GM, any changes you consider should be discussed with your table. It can be fun to surprise players - but remember that players should have just as much as equal say as the GM regarding how the game is run.
Have a wonderful day,
Brett