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Comments on M20 Hard Core

Should d8s be changed to d6s in the Vampire and Spectre stats ?

Think I’ll use d6s instead of d4s for spells too as I like the idea of just using d20 and d6s during play.

– Sean 2008-08-24 07:15 UTC


Oh, absolutely. I fixed the two monsters. I’m not sure with regard to spells. Will you also change the healing spells from d8 to d6?

Simplifying the weapons to d6 was going to eliminate the min-maxing of which weapons to take and it was going to shatter the illusion that the numbers are supposed to be “realistic” (something I’ve heard a lot). That’s why I didn’t change those dice. But it’s going to be an interesting house rule. Just d20 and d6 – it has a very hard core ring to it! :)

AlexSchroeder 2008-08-24 07:30 UTC


Yes, used d6s for the healing spells too in today’s session. Worked fine.

– Sean 2008-08-24 19:39 UTC


Love this!

GreyWulf 2008-08-31 12:23 UTC


Like the Big Font version but the healing rules are missing.

– Sean 2008-08-31 16:19 UTC


Oops. Must have lost them a while back. Do you think five minutes is too short or should I take Brian Isikoff’s thirty minutes? A friend of mine felt that clerics being restricted to healing under these circumstances were not attractive. What did you cleric players – if any – say?

AlexSchroeder 2008-08-31 23:22 UTC


Our cleric healed HP during combat once and the rest was STR healing after taking on an Ogre. The player didn’t mind not being used as a medic after combat and felt the 5 minutes was fine. 30 minutes would mean they’d be on their guard longer after the initial combat so could help the creation of tension if the Cleric was unable to perform spells or split off/apart from the party.

– Sean 2008-09-02 17:46 UTC


Our first real playtest ended with the following points being discussed:

  1. Can we enter each fight fully buffed (flying and invisible) because the wizard casts all the spells and the cleric heals him and himself? I haven’t found a good solution, yet. It seems to me that we have to reintroduce “mana damage” that cannot be healed.
  2. How do we compute XP? I think the main XP should be story based like in the old days where treasure = XP reward = story reward.

The passage “Add +1 for each doubling of the number of foes. e.g.: 1 kobold (a 1 hit die monster) = 1 XP. 2 kobolds = 2 XP. 4 kobolds = 3 XP, 8 kobolds = 4 XP etc.” seems to go against our expectations. I think we’ll just remove it from the rules and stick to the simple “Experience Points (XP) = Hit Dice of defeated monsters.” If we don’t like our advancement speed, we can just change the XP/level requirement instead.

AlexSchroeder 2008-10-07 09:07 UTC


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