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Brand new DM to 5E and many concerns...
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<blockquote data-quote="Shiroiken" data-source="post: 7520983" data-attributes="member: 6775477"><p>First of all, welcome back! One of the best things about 5E is that it's taken the "best" aspects of prior editions (as determined in the public playtest), making it workable for most returning players. Some concepts are new, as we'll discuss below.</p><p></p><p>First of all, I remember playing AD&D (both 1E and 2E), and have no memory of any characters getting an AC bonus from anything other than spells or items. Not sure where this is coming from, but I could be wrong.</p><p></p><p>5E has designed PCs and monsters differently in style. PCs in general have fewer HPs than monsters, but much better AC. Monsters have lower AC, but a ton more HP. This means that players hit more often (which feels good), and while they don't get hit very often, it really hurts (creating tension, which is fun).</p><p></p><p>In addition, 5E incorporates a concept called bounded accuracy that makes it so that you don't treadmill (get bonuses as you level, but the difficulty rises by an equal amount). An untrained, average ability character has a chance to succeed at just about anything, but the probability gets lower for harder things. </p><p></p><p> This is where CR comes into play. Very few spellcasters are CR 1 or less, because of the damage potential of area of effect spells. So, while one or two characters might drop to 0 from an unlucky AoE, they aren't actually dead (unless they have very low HP and the spell rolls near maximum damage), allowing the party to stabilize/revive them with spells or Healer's Kits. Now, you could argue in PvP that spells like Burning Hands are very strong, but 5E doesn't really take that into consideration.</p><p></p><p>I've noticed a lot of people tend to bring baggage from prior editions into their initial view of 5E. While there are a few things considered "unbalanced" in 5E, it's pretty well designed. I'd say give it a go for a while and see for yourself. If something just doesn't work for your group, 5E is designed to be customizable, so you can just house-rule it.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7520983, member: 6775477"] First of all, welcome back! One of the best things about 5E is that it's taken the "best" aspects of prior editions (as determined in the public playtest), making it workable for most returning players. Some concepts are new, as we'll discuss below. First of all, I remember playing AD&D (both 1E and 2E), and have no memory of any characters getting an AC bonus from anything other than spells or items. Not sure where this is coming from, but I could be wrong. 5E has designed PCs and monsters differently in style. PCs in general have fewer HPs than monsters, but much better AC. Monsters have lower AC, but a ton more HP. This means that players hit more often (which feels good), and while they don't get hit very often, it really hurts (creating tension, which is fun). In addition, 5E incorporates a concept called bounded accuracy that makes it so that you don't treadmill (get bonuses as you level, but the difficulty rises by an equal amount). An untrained, average ability character has a chance to succeed at just about anything, but the probability gets lower for harder things. This is where CR comes into play. Very few spellcasters are CR 1 or less, because of the damage potential of area of effect spells. So, while one or two characters might drop to 0 from an unlucky AoE, they aren't actually dead (unless they have very low HP and the spell rolls near maximum damage), allowing the party to stabilize/revive them with spells or Healer's Kits. Now, you could argue in PvP that spells like Burning Hands are very strong, but 5E doesn't really take that into consideration. I've noticed a lot of people tend to bring baggage from prior editions into their initial view of 5E. While there are a few things considered "unbalanced" in 5E, it's pretty well designed. I'd say give it a go for a while and see for yourself. If something just doesn't work for your group, 5E is designed to be customizable, so you can just house-rule it. [/QUOTE]
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