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*Dungeons & Dragons
1e feel for 5E
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<blockquote data-quote="fuindordm" data-source="post: 9641045" data-attributes="member: 5435"><p>Add to those unsafe spells:</p><p></p><p>In AD&D when the fly spell ends you fall, it doesn't change into feather fall.</p><p>Haste is very powerful but can age the target and force a system shock roll.</p><p>Contact other plane can drive you insane.</p><p>Most spells are safe but enough of them aren't that magic feels like it has teeth.</p><p></p><p>Regarding consequences...</p><p></p><p>My last post was short, expressing a subjective and personal feeling I have about how the game has changed. </p><p></p><p>I was not trying to say players don't have interesting choices about builds and tactics. The PC building subgame has grown progressively richer over the editions, and that's generally a good thing. </p><p></p><p>What is less good, and again this is just my personal feeling, is when the races and classes and feats converge into a blandly uniform competence. When species are differentiated by ribbons and all the magic-using classes can pick from each other's spell lists, and you have to squint hard to tell the difference between a cleric and a druid, and you have dex-optimized swashbucklers fighting alongside cha-optimized paladin-warlocks in the front line...</p><p></p><p>Well, I feel let down. As a player and as a DM, I don't like it when there are so many builds, the build hardly matters.</p><p></p><p>So getting back to the OP, my personal take on a AD&D-ish 5e would dial the character building game back a bit, remove subclasses and feats that let the core niches bleed into each other. Some customization is great but species and class (or multiclass) should be the two biggest picks.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9641045, member: 5435"] Add to those unsafe spells: In AD&D when the fly spell ends you fall, it doesn't change into feather fall. Haste is very powerful but can age the target and force a system shock roll. Contact other plane can drive you insane. Most spells are safe but enough of them aren't that magic feels like it has teeth. Regarding consequences... My last post was short, expressing a subjective and personal feeling I have about how the game has changed. I was not trying to say players don't have interesting choices about builds and tactics. The PC building subgame has grown progressively richer over the editions, and that's generally a good thing. What is less good, and again this is just my personal feeling, is when the races and classes and feats converge into a blandly uniform competence. When species are differentiated by ribbons and all the magic-using classes can pick from each other's spell lists, and you have to squint hard to tell the difference between a cleric and a druid, and you have dex-optimized swashbucklers fighting alongside cha-optimized paladin-warlocks in the front line... Well, I feel let down. As a player and as a DM, I don't like it when there are so many builds, the build hardly matters. So getting back to the OP, my personal take on a AD&D-ish 5e would dial the character building game back a bit, remove subclasses and feats that let the core niches bleed into each other. Some customization is great but species and class (or multiclass) should be the two biggest picks. [/QUOTE]
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