Actually, most of my issue with the ruleset above is its focus on numbers.
Hmm, actually, I can see that issue.
The part that seems 'not fun' with the above is the DF level of realism. While waiting four weeks for a broken bone to mend is realistic, and something I would do, the focus on 'don't get hurt or you're fucked' just sounds unpleasant from my perspective. I know that there are players that appreciate that roguelike level of hardcore, but I'm just not one of them. I'm not trying to say there is anything wrong with what you want to accomplish, because there really isn't, just that it isn't something I personally would have fun playing.
I'm already considering lowering the long rest/short rest times. Tell me, given the choice, from a purely experience driven perspective rather than power gaming one,would you prefer 8 hour short rests and 3 day long rests, or long resting doesn't automatically restore health to full?
Oh, right, some of these rules are from the DMG, some are purely homebrew. Also, you seem to be making the instant assumption that I'm a terrible DM, at least going by your tone (but internet, blah de blah, I'm probably misinterpreting.)
Oh, and I'd like to mention that it's not actually low fantasy. It's quite high fantasy, actually.
Also, something you seem to have misunderstood FD is that I'm intending on hosting the game
here, like Dwarmin's campaign. Play-by-post, which is why I'm willing to go with some odder rules. (Sessions won't be wasted healing since sessions don't exist, RP focus is easier, so forth.)
Seems like pointless complication. You've already got the random element built into the system, changing proficiency to a die roll rather than a flat number just means that players' supposed core abilities are less reliable and more inconsistent. Why is this necessary? What purpose does it serve?
It's there to make things a little less concrete. It's extra complexity, yes, but it's an extra
range of failure->success. It makes the system somewhat less linear. I guess it's not "necessary," though.
Is this supposed to be CoC? Basically what you're saying is that you're going to throw encounters at players that they aren't going to be able to defeat, attach an arbitrary and unknown DC to it, and then nerf a lot of their means of escape if they fail. Moreover, you're eliminating player agency by using a condition which forces them to flee using whatever resources they have.
Worse, you add the same situation, but then in addition to removing agency in the short term, you also arbitrarily inflict semipermanent debuffs on players' characters because you decided to throw them at an encounter they had no chance of beating without even giving them the chance to flee. I haven't read the rest, but I suspect/hope this section is going to be the worst. This sort of thing is the type of houserule a control-freak killer DM would use to prevent his players from having fun or making their own decisions. It's not always bad to present players with hooks that lead to an encounter that they really shouldn't attempt, but they should have the option of confronting it despite the warning signs, and the chance, however slim, of pulling out a victory if there's even the slightest mechanical possibility of such.
I can probably pull off a similar effect via the way I present things so I'll scrap this rule, and anywhere where I think this would be absolutely necessary I'll do something similar anyway. (with different penalties, like to concentration or dexterity checks, perhaps?)
Not terrible in a void, but given that the rest of the rules sound like you're going to be flooding players with encounters they're not ready for, it doesn't exactly look good. At least you followed up with a semicoherent reason for it. Smells like "muh realisms" to me. Why is it a flat "You cannot heal" rather than reduced healing?
I just sort of took it from the DMG, but I guess quarter or half healing would make a bit more sense?
Read the PHB more thoroughly before you houserule. As has already been pointed out, this heavily nerfs several classes for no good reason. No, "But muh realisms" doesn't count as a good reason.
And as I've already said to Neon, I'm considering lowering the time required for resting.
If "but muh realisms" doesn't count as a good reason, does "muh fantasies" count as a good reason? Well, there's the caster nerfing which is a fair one. Still, I'm starting to realise that most of these things I can do in a less rigid manner by how I set stuff up, so oh well.
Dice pools are sometimes a good system to use. This case isn't one because of the way you're using it. It's going to average out at mediocre rolls every single time, and it's going to feel boring as hell. The second part is reasonable.
Tell me a good time to use it then. The
point was to skew it towards the center and thus allow init modifiers to have more seeming effect, but oh well, back to linearity. 1d20 it is.
More of the same killer DM muh realisms crap from before. You're arbitrarily removing player agency and crippling characters because you want to.
More of the same power gaming muh fantasies crap from before. You've got points, but please stop it with the mocking. I find lasting injuries interesting, you don't, I see.
Also, it's not like it's impossible to recover from them, they're "lingering", not "eternal."
See above re: Removing agency and killer DMing.
Applies to enemies too, not just players.. If I wanted to remove agency, I'd write a book. Also, it doesn't remove agency, it's a combat effect. Removing agency is "But Thou Must!"
Killer DMing, I guess? I dunno, the only time I've ever ran a killer session was when I first gave it a shot. (DMing, that is.)
I like to think I usually get the balance right.
Workable enough, but if you really want a low-magic setting, ban casters and use few/none as enemies and NPCs instead of nerfing half the classes in the game.
It's not a low-magic setting, though. It's just that those specific spells (actually, long distance teleportation is fine, so remove that.) are banned due to conflict with the setting. The banned spells/effects are basically just these: Resurrection/contacting the dead. Planar travel (summons are still fine.) and... That's it. Two effects. Not exactly "low magic" or "nerfing half the classes (in any meaningful way at least) eh?
This is a massive red flag for any player. Even if you are honestly just trying to focus on roleplay, the way this will come off to any player ever is that you're a killer DM who doesn't want his players to notice him fudging rolls. If a DM ever said this to me when I joined their group, I would walk out laughing at them. Among other things, it also removes vital information from the players; if they fail a check, not knowing what they rolled for it means that they don't know if it's worth their time to keep trying.
Firstly, I'm intending on running it Play-by-post here on B12 with me rolling everything. As is likely obvious, that means that if I
wanted to fudge rolls I could anyway. You seem to keep assuming all I want to do is kill everyone and cheat.
Do you
at least think hiding a player's Stealth, Arcana, Insight, and other similar checks is reasonable, at least? Or are you someone who likes to try and stealth, fail their stealth roll, then just say "Nah, I'll not go." or succeed super well on your insight check and go "Yep, definitely reliable!"?
Again, muh realisms and killer DMing.
Again, what's
wrong with muh realisms? This is probably the only case where I'll agree with you that I'm probably being a bit too killer, though, so I guess I'll change it back to three. I just don't like the idea of a greatsword wielding half-orc repeatedly swinging his greatsword into an unconscious person's face and having them survive because someone keeps stabilizing them.
DID YOU NOT EVEN READ ABOUT 5E BEFORE YOU WROTE THESE? THIS LITERALLY ALREADY EXISTS IN THE SYSTEM. http://rpg.stackexchange.com/questions/41852/what-is-inspiration
All you'd need to do is tweak it slightly.
I actually totally forgot about inspiration. Also, yes, I've read the PHB thank you very much. And the DMG. And the MM. And the online supplements.
gave me this sort of forewarning about the sort of bullshit he planned on pulling.
Please stop assuming I'm doing this with malicious intentions, okay? I'm doing the same about your post despite its (seeming) ridiculously insulting and derogatory tone, since I don't think you're doing it intentionally.
I'd also like to mention that there are other things I was considering employing. For instance, a slightly easier version of Dwarmin's monster research system from New World to make up for players lacking information from fighting.