FormerlyHemlock
Hero
I don't follow you. You've gone from saying that 5e isn't good enough as a game to mechanically implement the Warlord, to claiming that it can't even handle it's own mechanical sub-systems?
I'm going to have to strongly disagree. 5e has a very open design philosophy that has successfully integrated at least some elements from each edition into a whole that is perfectly playable. Not only that, but it builds DM Empowerment right into the basic resolution systems, giving the DM the ability to deal summarily with any negative issues that do come up. It is absolutely up to handling anything an avid fan of a prior ed might have a hankering for.
I'm not 100% sure about the statement in bold. It might be true in the same vacuous sense that makes it possible for AD&D 2nd edition to handle lightsabers and CoC-style Sanity loss, through extensive houseruling--but houserules of that magnitude generally don't borrow much from their base systems.
When considering what aspects of AD&D don't fit into 5E, I'd look primarily at data that simply isn't available any more. That could mean missing monster statistics like "Organization" and "Morale", it could mean whole missing rule systems like Charisma-based Reaction Rolls at the start of every encounter, or it could mean missing mechanics like class-based XP awards (thieves getting 6 XP per gold piece of treasure found) or spells that scale with level or magic resistance.
There are some AD&D-era mechanics that I think could be ported into 5E, but I would not make the claim that it can handle "anything" from that edition, because by the time you finished house-ruling 5E into AD&D shape, you'd be playing a hybrid abomination that compromised the design integrity of 5E and probably would be less fun than just playing AD&D or 5E by itself. You have to take 5E as what it is, I think. For example, much as I love 90% Magic Resistant Mind Flayers, much as I "hanker" for them, I haven't made up my mind to houserule it into existence because it's so far from the 5E idiom that I am doubtful 5E can handle it[1]. Other things like spells that scale with level are even further from the 5E idiom and simply don't belong.
[1] I think the 5E way of simulating Magic Resistance would be for me to: give disadvantage to magic attacks, and give advantage on saving throws (which 5E already does), and give them the Avoidance feature that Demiliches have. For highly-resistant creatures such as Mind Flayers it might be appropriate to also give an AC bonus and a saving throw bonus against magic attacks, no more than +4. Or how about, "The Mind Flayer can expend its reaction to add its profiency bonus to its AC or saving throw against a magical effect. It must do this after it sees the die roll but before the effect is resolved." Kind of like Defensive Duelist for Magic, and it winds up serving the desired function of making Mind Flayers fairly impervious to bog-standard Fireballs, although you might or might not want to do something about Magic Missiles.
It might be appropriate to apply this logic to dragons as well.
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