Sacrosanct
Legend
Thought exercise. Let's say 6e comes out at some point, and like 5e, part of the design scope is to pull things in from each edition prior.
You get to choose one major theme (a mechanic, a philosophy, etc) from each edition to go into 6e. What it is?
For me:
There are others of course, like 4e balance and 5e feat/background system or advantage, but if I had to choose only one, the above would be them.
*as a PC levels, the ratio of HP that are meat to other (luck, skill, experience) gets lower, so it stands to reason why a higher level PC would heal more HP for the same rest period compared to a low level PC.
You get to choose one major theme (a mechanic, a philosophy, etc) from each edition to go into 6e. What it is?
For me:
- b/x: a basic version like the Mentzer set or Essentials kit.
- 1e: smaller plug and play generic setting adventures (modules)
- 2e: slower non magical healing time to recover. IMO and IME, it facilitates an entire different style of gameplay. One from "Let's charge into every battle ala Leroy Jenkins because we'll be at full resources by tomorrow!" into "Let's explore this dangerous dungeon carefully and plan, because we don't know how many encounters we'll have to fight, and if we'll even get a full rest." It makes the dungeon more of an organic living dungeon, rather than just a set of meta gaming individual encounters. However, slower healing doesn't necessarily mean 1 hp per day. Something like 2 HP per level* + CON bonus is a nice middle ground for me.
- 3e: D20 mechanic (ascending AC, DC values for skill checks)
- 4e: Tactical rules that while optional, are part of the core book. Things like grid based combat, flanking, maneuvers, etc. This also includes ally synergy during combat (like a help action)
- 5e: bounded accuracy. Biggest turn off of 3e was numbers bloat. BA really works for this.
There are others of course, like 4e balance and 5e feat/background system or advantage, but if I had to choose only one, the above would be them.
*as a PC levels, the ratio of HP that are meat to other (luck, skill, experience) gets lower, so it stands to reason why a higher level PC would heal more HP for the same rest period compared to a low level PC.