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Nah, I ran multiple types of games. OSR type is just one of them. I was just wondering where it fell on the spectrum compared to normal 5e for a rough idea.
If you want to do a dungeon crawl to its full effect, as a dungeon crawl, you need to manage food, lighting, weight, and so on. Much of 5e however handwaves it by giving you infinite free light in the form of cantrips, spells and class features that let you just gather a ton of food at the drop...
Is the CR system in A5e compatible with 5e monsters? Or do you have to use only A5e monsters with it?
Also, how friendly is it to the resource management game of dungeon crawls? Normal 5e has a lot of features that just negate the need to actually do anything. I suppose being based off it it's...
Another question. Compared to WOTC material, how many subclasses are there? Is it just the stuff in the PHB that got converted or something equivalent, or is there a decent selection?
Hmm... so a CR 6 monster would be impossible for a level 4 party?
I like the multiplier for the lower level monsters.
Is it much harder to make a character? Time and focus wise. Actually, how's the balance on the player side of things? Are they much stronger than normal 5e characters?
Interesting! Does it say how much CR total you need for an Easy, or Medium, or Deadly encounter? Or only Hard? And is it just a straight addition of CR, it doesn't care about how many monsters there are?
Hi everyone. I have acquired the A5e books during the kickstarter, but I have not had a chance to play it yet. What I am curious about is the play experience: how exactly does it feel to actually play it compared to 5e? Or would someone not really notice? What is the big difference? Is it mostly...
Hi everyone. I've lurked this forum for a long time and finally decided to start participating.
I always wanted to play D&D back in the day but was intimidated by how thick those 3.5/4e/PF rulebooks were. When 5e came out I heard about them being streamlined and decided this was the edition for...
Here are a few.
* Any sort of "hex crawl" scenario where the main thrust of the game is exploration and treasure hunting. You start in a city as your HQ, and then expand out into the wilderness to see what you can find. When you're done, you return to town. Rinse and repeat.
* Any sort of...
The PHB only lists spells that are available to the players by default. It doesn't mean there can't be more spells out there. Just make one up. Or make it so certain areas are infused with enough magic, or enough supernatural meaning, that doing such a thing is easier than usual.
I'm looking at the Speed Factor rules. It says "ranged, loading" weapons take a -5. Does that mean a longbow would get a -5? Is it all ranged weapons, or just ranged weapons that are also loading?
How do you think this compares to the Greyhawk Initiative, by the way?
Also, what do you do with...
I burned through multiple different attempts to get a workable Inspiration system and in the end I just kind of gave up and let people use it as a free re-roll after the fact. They got one at the start of each session, and could only have one at a time. They could gain it back by doing some sort...
I really find this idea interesting. How do you handle declaring monster actions? Do you declare them after the players, out loud? Do you internally decide them while the players are deciding, then stick to them? Do you just decide them on the spot when it's the ghoul's turn?