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Getting the AD&D feel in 5th edition
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<blockquote data-quote="jrowland" data-source="post: 6427718" data-attributes="member: 94389"><p>I am doing something similar, but for healing I think I am leaning towards making Cure Wounds a ritual that heals 1HD/spell slot level (ie 3rd level slot = 3 hd) and has an associated cost of GP (gems, rare herbs, etc. I think exponential to level though: 1st level 10gp, 2nd level - 50gp, 3rd level - 250 gp, 4th -1250gp) - in other words, a 1HD "damage" is a "light wound" and it takes a "Cure Light Wounds" ritual (level one cure wounds) to fix it. which fits thematically with AD&D. As a ritual it won't be "used up", so regular cure wounds (hp) are still available if prepared.</p><p></p><p>I'll have to double check, I was putting this together during the playtest but then put it on hold until after DMG comes out, but if IIRC, Bards e.g. do not get Ritual Casting, so while they could heal HP, would not heal HD...and warlocks can (tomelock) get Ritual Casting of any spell list and could heal HD! (the thematics of an infernal pact Tome Warlock healing your moderate wound is ... disturbing)</p><p></p><p>One last thing to consider is low level play versus high level play. Low levels are even deadlier this way and high levels are actually easier. For an AD&D feel, low level brutality is fine, but at high level, you'll need to up the direct HD damage (perhaps energy drain creatures do more HD damage), or stretch out the natural HD healing time, or up the magical HD healing cost.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6427718, member: 94389"] I am doing something similar, but for healing I think I am leaning towards making Cure Wounds a ritual that heals 1HD/spell slot level (ie 3rd level slot = 3 hd) and has an associated cost of GP (gems, rare herbs, etc. I think exponential to level though: 1st level 10gp, 2nd level - 50gp, 3rd level - 250 gp, 4th -1250gp) - in other words, a 1HD "damage" is a "light wound" and it takes a "Cure Light Wounds" ritual (level one cure wounds) to fix it. which fits thematically with AD&D. As a ritual it won't be "used up", so regular cure wounds (hp) are still available if prepared. I'll have to double check, I was putting this together during the playtest but then put it on hold until after DMG comes out, but if IIRC, Bards e.g. do not get Ritual Casting, so while they could heal HP, would not heal HD...and warlocks can (tomelock) get Ritual Casting of any spell list and could heal HD! (the thematics of an infernal pact Tome Warlock healing your moderate wound is ... disturbing) One last thing to consider is low level play versus high level play. Low levels are even deadlier this way and high levels are actually easier. For an AD&D feel, low level brutality is fine, but at high level, you'll need to up the direct HD damage (perhaps energy drain creatures do more HD damage), or stretch out the natural HD healing time, or up the magical HD healing cost. [/QUOTE]
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