Guys I found a system that fixes the '5e is too OP for Ravenloft' problem (?)
Posted: Sun Aug 23, 2026 9:45 am
So...
A lot of people complain that Ravenloft can't work in 5e cause the PCs quickly grow too powerful to be scared of ordinary monsters. We can obviously use stronger monsters, but then you're no longer playing the relatively low-fantasy setting most of Ravenloft is supposed to be.
This has a point. (Even WoTC agrees - that's why they made the 'survivor' stat blocks.)
The thing is, 5e often feels more powerful than that ought to be for everything. Every class get complained about for that. Even in more epic settings.
And the reason is very simple:
It's balanced for more encounters.
Your players start powerful, but as their resources dwindle over the course of an in-play day and fatigue is creeping over, they'll struggle more and have to use their powers sparingly.
The thing is, the writers' sense of how to balance this came from playtesting the edition in a huge dungeon crawl, meaning 5e is balanced for 8 encounters a day - which nobody ever does, other than in a huge dungeon crawl.
So assuming you aren't about to convert Thoughts of Darkness or anything (Hmmm.... Maybe as I'm already in my Bluetspur homebrew phase...), what can you do?
My CR calculator advises me to just double the CR. But again, what if I want to run a campaign where even relatively weak monsters can be horrifying?
So.
Turns out this genius called Dadi made up for his homebrew low-fantasy campaign an alternative system for resting in DND:
8 hours of rest including at least 6 hours of sleep etc (basically what's normally considered a long rest) gives you a 'night's rest' with the benefits of a short rest.
To get the benefits of a long rest - what the system calls a 'good rest' you have to either take 3 consecutive nights rests at the same location, or take 1 night's rest in what's called a 'safe haven' - a place that feels safe and comfortable enough for your character to be able to fully relax and recover.
If you want more details, watch the video in the link:
A lot of people complain that Ravenloft can't work in 5e cause the PCs quickly grow too powerful to be scared of ordinary monsters. We can obviously use stronger monsters, but then you're no longer playing the relatively low-fantasy setting most of Ravenloft is supposed to be.
This has a point. (Even WoTC agrees - that's why they made the 'survivor' stat blocks.)
The thing is, 5e often feels more powerful than that ought to be for everything. Every class get complained about for that. Even in more epic settings.
And the reason is very simple:
It's balanced for more encounters.
Your players start powerful, but as their resources dwindle over the course of an in-play day and fatigue is creeping over, they'll struggle more and have to use their powers sparingly.
The thing is, the writers' sense of how to balance this came from playtesting the edition in a huge dungeon crawl, meaning 5e is balanced for 8 encounters a day - which nobody ever does, other than in a huge dungeon crawl.
So assuming you aren't about to convert Thoughts of Darkness or anything (Hmmm.... Maybe as I'm already in my Bluetspur homebrew phase...), what can you do?
My CR calculator advises me to just double the CR. But again, what if I want to run a campaign where even relatively weak monsters can be horrifying?
So.
Turns out this genius called Dadi made up for his homebrew low-fantasy campaign an alternative system for resting in DND:
8 hours of rest including at least 6 hours of sleep etc (basically what's normally considered a long rest) gives you a 'night's rest' with the benefits of a short rest.
To get the benefits of a long rest - what the system calls a 'good rest' you have to either take 3 consecutive nights rests at the same location, or take 1 night's rest in what's called a 'safe haven' - a place that feels safe and comfortable enough for your character to be able to fully relax and recover.
If you want more details, watch the video in the link: