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crossposting from hexbear games comm:

hey yall need some game balance input that's beyond the scope of my usual hexbear megathread ramblings but also i don't want to wade into reddit. i'm running a campaign that probably would have been better in another system, but it appears i'm locked into d&d 5.5 and i want to mod the things i find most frustrating/unfun about the system out. i mostly stole/adapted ideas from Nimble and Draw Steel, just want to make sure they won't break anything & also have some other clarification questions for those who are familiar.

Nimble 5e Dying RulesWant to use the Dying Rules from the original Nimble 5e hack instead of the default "unconscious + death saves" system. Pasted below:

The one difference is I want to try to keep Exhaustion as a debuff as well, since it's a lot more reasonable in 5.5e than it was in 5e. Here's how it works in 5.5:

Would that be too punishing? I'm open to straight up changing the Exhaustion system to a Wound system as the original hack intended, but feel like an interesting layer of challenge could come from having to manage the Exhaustion debuff. My games won't be too conservative about clearing Exhaustion levels. I use a modified rest system where a Long Rest is two days focused rest in a safe place (clears all exhaustion levels, mostly intended to be done between adventures/missions/story arcs), a Short Rest is a night of sleep (clears one exhaustion level), and the original version of short rests exist as a sort of mini-rest where you can use hit dice to heal and maybe roll a D20 to see if you can clear an Exhaustion level.

Also, if there's anything I should more generally be aware of about how this rule alters game balance do please sound off!

Ping-Pong InitiativeI basically made a tweaked version of Draw Steel's alternating side initiative since I find ranked init clunky & uninteractive. it goes like:

-Players roll initiative. The player with the highest roll goes first.

-DM rolls against the highest player-side roll, adding the highest enemy combatant initiative bonus to the roll. Higher of the two goes first (tie favors players).

-Combat then proceeds with both sides alternating taking turns until all combatants on one side have gone. Then, any remaining combatants take their turn in an order of their choosing, then the round resets.

-At the end of a player's turn, they choose the next player to take a player-side turn from players who have not yet taken their turn this round. The last player to take their turn chooses any player other than themselves to be the first player-side turn next round. DM chooses order of enemy combatants.

This one I'm most confident won't break anything, and am also fairly confident will be more fun than default initiative. I also had to change how surprise/ambushes work to accommodate it. Still, open to feedback.

Nimble 5e Mana rules - iffiest on these, but like a lot of aspects

Pasting below:

I enjoy the increased flexibility, but am I wrong that the mana-math just straight up gives casters more casts per adventure-rest-recharge cycle? I'm a bit wary of this since I think magic already kinda does too much, and the attrition game can be difficult enough to balance/prep for properly. Also, doesn't this break the intended design of Warlocks? It feels like they should use the half or quarter caster rules for the amount of mana they get (considering they get it back on a short rest).

I'm open to running this alternate rule but tweaking the math down a bit, but also want to make sure that won't break the intended design.

Anyway thanks for any help yall can provide, nerds! (/affectionate)

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[-] randomwords@midwest.social 2 points 2 days ago

I stopped playing D&D a while ago, before 5.5, I mostly plat OSR games now, bit I own both Nimble and Draw Steel.

I think the nimble dying rules are good, I think pairing them with the existing exhaustion rules will work well.

If you would like another example of something you could try that is even more punishing, at my table, when someone drops to 0 hit points they roll a d4 under a cup and that is the number of round they have to live, you don't look under the cup till another player checks on them. If you want to be note generous you could give them a +1 or +2 or have them roll a d6. The not knowing if you will make it in time to save your friend really amps up the drama.

Basically any initiative system will work with D&D, you just have to figure out how surprise and things like the alertness feat are going to work (does 5.5 even have the alertness feat?)

Spell slots are a lot harder to replace because they are so tightly integrated into the game. You not only need to think about the magic system, but also abilities that use spell slots as currency (divine smite, etc.). You would have to look through all the classes your players are using and come up with mana costs for any ability that uses spell slots.

As far as if the Nimble rules are balanced, I would have to do the math, but it is only granting 1 mana per spell slot, not 1 mana per spell slot level, so a fourth level spell slot still only nets you 1 mana. Seems pretty balanced to me.

Why specifically don't you like spell slots? I think of this as mostly a player facing mechanic. If spellcasting monsters (which suck to run) have got you down, just edit those to cast only useful spells or turn the spells into recharge abilities. MCDM's Flee Mortals would be good inspiration for better monsters to run, if that is what you are having trouble with!

Everyone struggles with D&D at points, especially as a DM. You are not alone!

[-] randomwords@midwest.social 2 points 2 days ago

I don't know you or your table so take what I say with a grain of salt.

Why do you feel locked in to D&D 5.5?

If you strongly feel like a different system would have been better, talk to your players about switching, maybe try a one shot in the new system, just for one session. See how people like it. Be open and honest.

The game needs to be fun for you too! Best of luck and happy gaming!

[-] PowerLurker@hexbear.net 2 points 1 day ago

very fair question! tbh i'm mostly locked into it just because we've already started the campaign and porting it over would be too disruptive (especially with a bunch of new players who are already overwhelmed). i'd also say that, while i'm critical of 5e i'm not a huge 5e hater: it's a fine enough system and it's familiar to me, and modular enough that i can massage it to my liking (my players are pretty open minded and not attached to the default high fantasy flavor).

i like the medium-complexity of 5e and the relatively modular nature of it, so if i were to start another campaign in this world that's less married to a certain high fantasy flavor/less strictly combat focused i'd maybe run it in Cypher? seems similar-but-different (and way more flexible) enough that i could probably vibe with it.

this post was submitted on 12 May 2026
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