D&D 5E Anything You Miss From Past Editions vs 5E?

THAC0 ... Just kidding

Segment based rounds (rather than turn based),
With spell casting that can be interrupted and 5ft sq per count and yes, weapon speeds.

Reserve fears from 3.5, as an option for more powerful cantrips
 

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Things I'm missing (a bit):

1- simpler classes

My impression is that 5e classes are still too complex for beginners, but I want to make this CLEAR. I totally like playing characters with this level of complexity, and I would not like 5e if it didn't have an option for classes of this high level of complexity. OTOH, there is no almost option for low-complexity. Or more precisely, there is mostly just one option: the Fighter's Champion subclass. The designers have talked extensively about the idea of 5e offering both low-complexity and high-complexity options through subclasses, but IMHO they stopped at the Champion, and didn't continue the work with the rest of the classes. Maybe they will do it later, releasing more low-complexity subclasses, but the class skeletons are already a bit too complex as a baseline for beginners, some of them even at 1st level already.

2- vancian magic

No, 5e default spellcasting mechanics are not vancian. They are actually very nice, so I'm not complaining about that. Still, "filling slots with prepared spells" has always been an integral part of playing a game of D&D in the past, so even if the new system is better, it's a severance from the past. I really wish they had included traditional vancian as an alternative option to the new default (and I believe it wouldn't be hard to do so).

3- a few traditional spells

I don't actually know the PHB spells list, but already I have heard that some traditional spells of D&D are missing, for instance Summon Monster, or at least they are replaced with new spells of similar purpose but significantly different feel. My guess is that this was done because design was too difficult, but it's still sad when someone decides to give up for such reason.

BTW I am surprised about how much I disagree about the stuff the other posters are missing... some of those mentioned in this thread were interesting ideas that can still be added to the game, but generally IMHO removing them from the basic game is a positive thing.
 

Segment based combat (We're on Tick 7, what do you do? Start Casting!)
UA style Rituals

I don't know if I'd use them in my current game, but I've got some nostalgia for these systems and I'd love to see them in a future DMG as an option.
 

I kind of miss having the super-transparent monster math, to the point where I could create a spreadsheet to churn out any kind of monster of any level I wanted in 20 seconds, like with 4e.
 

Strangely, my list is pretty much the same as it was for 3.PF and 4e, just... shorter.

AD&D Multiclassing

Race-as-Class

And yeah, I kinda wish the Ritual Magic system was more robust, like 4e's, but I'm not sure I see a downside to just turning every spell with an expensive M component and a long casting time into a Ritual. Worst case, what, you get non-Clerics able to raise the dead with a feat? It's not like you cast the spell in combat anyway. It's not even like raising the dead makes that member of the party more powerful compared to the others; you certainly can't cast it on yourself.

I don't even know how to make Race-as-Class work with 3.X style multiclassing, and I'm starting to think the only way to make multiclassing work in 5e is to combine the 3.X and 4e approaches.
 

Can someone explain this to me? Because I really don't get it.

Oh, I guess I get part of it - levelling both classes feels more organic, like you're really both things at once.

But (using the 5e exp table), how is a 12 level single-classed character possibly equal to a 9/9?

Keep in mind the major process for multiclasses under AD&D...
You maintained separate XP tracks for each class.
– High PR bonuses to earned XP were specific to a given class.
– Class specific bonuses went to the specific class.
You maintained (Classes +1) different HP maximums. One for each class, used only for what was rolled. The last was the average of the rest, and was the one used in play.
– This made low level Fighter Wizard comparatively frail, next to single class fighter... but rather buff compared to single class wizards
You got the benefits of all classes, but not all the drawbacks.
– less restrictive armor was used
– Less restrictive weapon set was allowed
Starting Gear was the better of the two classes
You STARTED multi-classed

I think that last one is rather key... under 3.X and 5.0, everyone's single classed until at least 2nd level. Under AD&D, starting multi-classed meant levels 1-3 were easier. Levels 4-6 you were comparable to a 5-8th level character in power and total XP... but had fallen behind the HP curve enough to really matter.

That 9/9 character had hit points of a 9th level PC. He was more potent, combat wise, than any one 9th, or even 10th level PC... but he dies like a 9th level. Meanwhile, the 12 single has fewer but stronger abilities than the 9/9... also, THACO and Saves were better of each, but didn't stack. That F9/W9 is 250K XP in each... total of 500K ... 1 XP from W10, and having enough total for wizard 11 or fighter 10.

And using the old exp tables, it's generally worse. (Human characters were quite rare back in the day for that reason. And I don't think I EVER saw a single-classed demihuman.)

I've seen a few. I've even played a few, when the stats didn't allow for multi.

And in campaign play, not a few players opted for single class in order to gain HP at a decent rate.
And if you're multiclassing two spellcasters, what happens when you hit 20 levels total? How many spell slots do you have? Or is this a case where level limits come back?
I suspect the 5E solution is levels 21+ won't add to spellcasting, won't add to HP, and won't add to Proficiency Bonus, but will add more features and possibly attributes.

And, based upon what's there in the 5E PHB, assuming the character has stuck to "bard, cleric, druid, sorcerer, and wizard classes", his spell slots will be the same total as a single classed 20th level: 4x1 3x2 3x2 3x4 3x5 2x6 2x7 1x8 1x9. If he's instead a Pal 10 Wiz 10, he counts casting slots same as a 15th level wizard (Full wizard + half paladin), but maintains separate wizard and paladin spells memorized.

It's actually simpler than it looks, once one realizes that all the "full spell users" (to borrow a Rolemaster term) are using the same slots available table, except the warlock.
 

Off the top of my head:

1e: non-raging barbarians that received weapon proficiencies based upon their culture and bonuses in native terrain.

2e:
Priests of Specific Mythoi (PHB)/Specialty Priests with Hit Die, Armor and Weapon proficiency, class abilities, and spell lists all tied to the spheres of their deity.
PO: Combat and Tactics crit confirmation: natural 18 or higher and hit by 5 or more
Complete Fighter's Handbook/PO: Combat and Tactics weapon groups

3e
Sorcerers without built in bloodline/heritage features or wild magic
Skill Points
Cloistered Clerics variant (UA)
Crafty hunter Barbarian variant (UA) with Cultural Weapon Groups (UA) and Favored Environment (UA)

Pre 4r
Strength penalties for halflings due to size (I don't care if it was just reduction in lifting/carrying and did not affect to hit and damage)

4e
Constitution Score to hit points at first level and no con modifier each level to hit points
Different to hit progression for classes
 


I'd like to add:

comics and scrolling narrative illustrations like in the 1e DMG. Love those.

originalguys-1.png
ADD-cartoon.jpg
 

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