AmerginLiath
Adventurer
Favorite: Abilities as the root of everything. All the big mechanical stuff I like stems from the idea that you use your six abilities as the root scores for pretty much everything instead of coming up with other derived numbers. My jaw dropped when I first read the rule in the playtest about Saving Throws – the idea was that "why haven't they been doing that since the 1970s?"...
Thing I Miss: Count me among the leveling crowd (as a historian with an antipathy toward the English Levelers, that's a hard sentence to type!). I don't like high-level play, so rushing towards it, even inadvertently saddens me. I look forward to seeing how the DMG addresses options: cutting back on XP awards (by agreement at the table) or increasing the amount needed to level up are easy ideas, but I imagine that there are slightly-more-complex ideas that have been run through in the book (even in 3.5, we would run games with rare combat so we didn't have as much XP flowing besides RP and story XP, but the Exploration and Social modes seen to be more award-based in 5e than in prior versions).
Thing I Miss: Count me among the leveling crowd (as a historian with an antipathy toward the English Levelers, that's a hard sentence to type!). I don't like high-level play, so rushing towards it, even inadvertently saddens me. I look forward to seeing how the DMG addresses options: cutting back on XP awards (by agreement at the table) or increasing the amount needed to level up are easy ideas, but I imagine that there are slightly-more-complex ideas that have been run through in the book (even in 3.5, we would run games with rare combat so we didn't have as much XP flowing besides RP and story XP, but the Exploration and Social modes seen to be more award-based in 5e than in prior versions).
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