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5E OB5ERVATIONS - from an Old School Ref
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<blockquote data-quote="Sacrosanct" data-source="post: 6555695" data-attributes="member: 15700"><p>For a background, I have pretty much exclusively played AD&D (and some B/X) continuously since 1981. Kept with AD&D when 3e came out, and kept with it when 4e came out. Now we play 5e.</p><p></p><p>Some of my experiences are similar to your, especially in regards to the recovery rate. To get that more lethal feel, a houserule I use is that you don't recover full HP after a long rest. You only recover hit dice. You can also easily get rid of death saves too.</p><p></p><p>But honestly? That's the only houserule I've had to make and still get the same experience as we do playing AD&D. The encounters move just as fast, and I do think there is a zero to hero feel to the game prior to level 3. It just goes by a lot faster than AD&D did due to the XP table. Yeah, casters have cantrips, but for me, what makes zero to hero isn't a cantrip, it's the feeling that at 1st and 2nd level, you're fragile and you better use your brains instead of thinking combat will resolve your problems. The difference between a cantrip and a sling (go to weapon for MUs in AD&D) is largely only flavor, not mechanical--you're still doing an attack roll for so so damage (or saving throw for other cantrips). Damaging spells in 5e either require an attack roll, or a save. And slots are fewer than in AD&D on top of that. So the "manage your spells wisely" is still very much a thing in 5e in my impression.</p><p></p><p>Creating NPCs is much the same as AD&D too. Once you get a good understanding of the game, you can create them (and monsters) based on feel, rather than pour over the rules of CR calculations. That's what I do anyway. I hate spending time going over calculations to ensure everything is perfectly in formula. Especially with a formula that is a bit wonky to begin with. So far so good with my method; there haven't been any issues in game.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6555695, member: 15700"] For a background, I have pretty much exclusively played AD&D (and some B/X) continuously since 1981. Kept with AD&D when 3e came out, and kept with it when 4e came out. Now we play 5e. Some of my experiences are similar to your, especially in regards to the recovery rate. To get that more lethal feel, a houserule I use is that you don't recover full HP after a long rest. You only recover hit dice. You can also easily get rid of death saves too. But honestly? That's the only houserule I've had to make and still get the same experience as we do playing AD&D. The encounters move just as fast, and I do think there is a zero to hero feel to the game prior to level 3. It just goes by a lot faster than AD&D did due to the XP table. Yeah, casters have cantrips, but for me, what makes zero to hero isn't a cantrip, it's the feeling that at 1st and 2nd level, you're fragile and you better use your brains instead of thinking combat will resolve your problems. The difference between a cantrip and a sling (go to weapon for MUs in AD&D) is largely only flavor, not mechanical--you're still doing an attack roll for so so damage (or saving throw for other cantrips). Damaging spells in 5e either require an attack roll, or a save. And slots are fewer than in AD&D on top of that. So the "manage your spells wisely" is still very much a thing in 5e in my impression. Creating NPCs is much the same as AD&D too. Once you get a good understanding of the game, you can create them (and monsters) based on feel, rather than pour over the rules of CR calculations. That's what I do anyway. I hate spending time going over calculations to ensure everything is perfectly in formula. Especially with a formula that is a bit wonky to begin with. So far so good with my method; there haven't been any issues in game. [/QUOTE]
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