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1e feel for 5E
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<blockquote data-quote="touc" data-source="post: 9640573" data-attributes="member: 19270"><p>Late to the discussion, but genuine thoughts having had a similar feeling when I was running Pathfinder/3.5 and 5E was on the horizon. I wanted a system that sparked creativity, "outside the box" thinking when gaming, versus "optimal builds" and "charge in and hack away with console buttons A, B, and C." <em>Disclaimer: I am fairly happy with where 5E went compared to 3E.</em></p><p></p><ol> <li data-xf-list-type="ol"><strong>Characters die, buy-in. </strong>They were easy to roll up and died just as easily. It was a bragging right and badge of honor to have a character that genuinely made it to 20th level. Folks have to buy-in or it's not going to be fun. If you expect the DM to bail you out every time your character <em>should </em>die with a "oh, but the enemies take you captive" or "oh, but there's a secret quest to restore your soul" or "oh, but your backstory was so compelling," it's not the right game for this concept.</li> <li data-xf-list-type="ol"><strong>Save or die. </strong>Trademark. You're buying in to the idea that no matter how well you planned out your character, they might encounter Type E or whatever poison and automatically die. Monsters have features that pretty much kill you. Not saying best design, but that's the hardcore feel. For undead, don't give a save against their drains. If they hit, ouch. You'll be scared shiteless against those types of undead and probably take extreme steps before entering into battle against them.</li> <li data-xf-list-type="ol"><strong>Niche roles. </strong>Each class has a spotlight role. Only rogues can disable traps. Only fighters can attack multiple times. Parties that didn't, or couldn't, diversify had a harder time. Not saying this is the best way to do it, but it's a 1E vs 5E feel. Bring back multi-class restrictions (e.g. humans can't, elves and dwarves limited to X, Y, Z).</li> <li data-xf-list-type="ol"><strong>Monsters are immune. </strong>Change your monsters to have 1E features. 5E really wanted everyone playing to feel special in combat. It sucks when you can't do a damn thing against a particular enemy. So, instead of outright immunity to whatever, it morphed to advantage this and half damage that. But, life sucks. Iron Golems resist everything. Bring back magic resistance. Monsters can be puzzles and certain characters can and will shine against particular foes. Players might diversify tactics in response. "Oh, the golem resists my damage spells...well crap. I made a one-trick pony character. If I just had that spell that dug a pit, I could've trapped it."</li> </ol><p>As to OP's original points, HP don't really matter if you have save or die and monsters that look like their original counterparts (e.g. demons with nasty spells, magic resistance, teleports). I wouldn't change healing (robs you of time-limited quests) for the same reason.</p></blockquote><p></p>
[QUOTE="touc, post: 9640573, member: 19270"] Late to the discussion, but genuine thoughts having had a similar feeling when I was running Pathfinder/3.5 and 5E was on the horizon. I wanted a system that sparked creativity, "outside the box" thinking when gaming, versus "optimal builds" and "charge in and hack away with console buttons A, B, and C." [I]Disclaimer: I am fairly happy with where 5E went compared to 3E.[/I] [LIST=1] [*][B]Characters die, buy-in. [/B]They were easy to roll up and died just as easily. It was a bragging right and badge of honor to have a character that genuinely made it to 20th level. Folks have to buy-in or it's not going to be fun. If you expect the DM to bail you out every time your character [I]should [/I]die with a "oh, but the enemies take you captive" or "oh, but there's a secret quest to restore your soul" or "oh, but your backstory was so compelling," it's not the right game for this concept. [*][B]Save or die. [/B]Trademark. You're buying in to the idea that no matter how well you planned out your character, they might encounter Type E or whatever poison and automatically die. Monsters have features that pretty much kill you. Not saying best design, but that's the hardcore feel. For undead, don't give a save against their drains. If they hit, ouch. You'll be scared shiteless against those types of undead and probably take extreme steps before entering into battle against them. [*][B]Niche roles. [/B]Each class has a spotlight role. Only rogues can disable traps. Only fighters can attack multiple times. Parties that didn't, or couldn't, diversify had a harder time. Not saying this is the best way to do it, but it's a 1E vs 5E feel. Bring back multi-class restrictions (e.g. humans can't, elves and dwarves limited to X, Y, Z). [*][B]Monsters are immune. [/B]Change your monsters to have 1E features. 5E really wanted everyone playing to feel special in combat. It sucks when you can't do a damn thing against a particular enemy. So, instead of outright immunity to whatever, it morphed to advantage this and half damage that. But, life sucks. Iron Golems resist everything. Bring back magic resistance. Monsters can be puzzles and certain characters can and will shine against particular foes. Players might diversify tactics in response. "Oh, the golem resists my damage spells...well crap. I made a one-trick pony character. If I just had that spell that dug a pit, I could've trapped it." [/LIST] As to OP's original points, HP don't really matter if you have save or die and monsters that look like their original counterparts (e.g. demons with nasty spells, magic resistance, teleports). I wouldn't change healing (robs you of time-limited quests) for the same reason. [/QUOTE]
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