Take some of the magic out of D&D with a low-magic campaign.
Here’s how it works and how to implement it.
Normal Resting Rules Vs.
Gritty Realism
The normal rules for resting will be familiar to a lot of dungeon masters.
With these rules,you’ll never be able to complete a long rest in hostile territory.
Alongside the Gritty Realism rules areoptional rules for ‘Epic Heroism.
Setting Up Camp by Matthew Stawicki
‘Here, a short rest takes five minutes, and a long rest takes one hour.
Use this for lightning-fast campaigns wherethe entire adventure happens in a single day.
The first is that players mightbuild characters designed to fight for longer without resting.
Setting Up Camp by Matthew Stawicki
The second is that they mightapproach encounters focusing on avoiding combatwhen possible.
Neither outcome is bad, depending on the pop in of game you’re looking to run.
AWizard’s Arcane Recovery lets them recover some spells on a short restonce per day.
A Harrowing Hunt by Domenico Cava
Adjusting this to once per long rest can be healthy for the game.
Other features that include direct references to time can need some negotiating for how often they should be allowed.
They can nowplay a character that would otherwise not be viable.
Choose Your Weapon by Olivier Bernard
Class
Stronger or Weaker
Explanation
Warlock
Much stronger
The only spellcaster toregain all spell slots.
Monks
Stronger
Regains all ki points,but still needs to manage hitpoints and hit dice.
Druids
Subclass dependent
Regains all wild-shape charges, butdoes not regain spell slots.
Jared Warns Basil of the Deck’s Many Dangers by Claudio Pozas
Skill expertise and high charisma mean bards can still contribute when out of spells.
Wizards/Clerics
Much Weaker
Does not regain spell slotsor subclass features on a short rest.
Perhapstry a few sessions to test the rules and see how well your table adapts to it.
Stick Together by Dave Greco
Issue
Solution
Notes
Spellcasters Run Out Of Spells Too Quickly
Allow partial spell slot recovery.
Give all spellcasters a version of Wizard’s Arcane Recovery that can be used once per day.
This allows them some more spell slots butensures high-level spells are still special and rare.
Seven Days Is Too Long In Character
Reduce long rests to one or two days.
This ruling lets you align the campaign time to a workweek, with thelong rest being the weekend.
Healing Runs Out Too Often
Reduce the cost of consumable potions and run fewer encounters.
The Sundering Lineup by Tyler Jacobson
Consider also that you may need toadjust the frequency of encountersto reflect the fewer resources the players have.
Many of these form optional rulesets that have good compatibility with gritty realism.
Dramaticbattles will have longer-lasting consequences, and opportunistic events such as night ambushes become much more impactful.
Mastering the duo dynamic.