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General Tabletop Discussion
*Dungeons & Dragons
Trying to make 5e more oldish and want some people's opinions
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<blockquote data-quote="Henry" data-source="post: 7534100" data-attributes="member: 158"><p>I think this bears repeating -- if the players want to shift, there's obviously some things they like more, and it bears finding out what those things are specifically. [MENTION=6979231]fatdoomguy[/MENTION], unless you have discussed these changes with your players (you don't say in your post), I would run these by them and see what parts of 5e make them want to switch and find out if these rules torpedo any of those. Making sure your group is OK with the rules changes is important to avoid some pretty quick campaign burn out, speaking from experience.</p><p></p><p>But if 5e is the way you and your group want to go, I also second the notion of at least two or three sessions of the original rules, make sure that the existing rules really don't work for you and your table in practice, before adding the new ones. In particular, the long rest - short rest rule as mentioned has lots of trickle-down effects for every PC, from champion fighters to warlocks. Even the fighter's second winds and action surges are going to be very different, and (assuming this is desired) going to cause MUCH more cautious play with much more combat avoidance and gun-shy behavior. Sniper Rogues, on the other hand, will LOVE it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm in a similar situation -- my PF group is about to try 5e, and I'm running them through a one-shot for a couple of sessions with straight rules as written to see what they like and don't like before starting an actual campaign of it. I'm taking their feedback into account for the actual Dragon Heist game I'll be running for them when next year starts.</p></blockquote><p></p>
[QUOTE="Henry, post: 7534100, member: 158"] I think this bears repeating -- if the players want to shift, there's obviously some things they like more, and it bears finding out what those things are specifically. [MENTION=6979231]fatdoomguy[/MENTION], unless you have discussed these changes with your players (you don't say in your post), I would run these by them and see what parts of 5e make them want to switch and find out if these rules torpedo any of those. Making sure your group is OK with the rules changes is important to avoid some pretty quick campaign burn out, speaking from experience. But if 5e is the way you and your group want to go, I also second the notion of at least two or three sessions of the original rules, make sure that the existing rules really don't work for you and your table in practice, before adding the new ones. In particular, the long rest - short rest rule as mentioned has lots of trickle-down effects for every PC, from champion fighters to warlocks. Even the fighter's second winds and action surges are going to be very different, and (assuming this is desired) going to cause MUCH more cautious play with much more combat avoidance and gun-shy behavior. Sniper Rogues, on the other hand, will LOVE it. :) I'm in a similar situation -- my PF group is about to try 5e, and I'm running them through a one-shot for a couple of sessions with straight rules as written to see what they like and don't like before starting an actual campaign of it. I'm taking their feedback into account for the actual Dragon Heist game I'll be running for them when next year starts. [/QUOTE]
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