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<blockquote data-quote="Iosue" data-source="post: 6277028" data-attributes="member: 6680772"><p>I'm going to shamelessly use [MENTION=1465]Li Shenron[/MENTION]'s excellent post to springboard on:</p><p></p><p>This is one of the primary examples of what the game offers in terms of modularity. If you're looking for, say, a more TSR-D&D type character generation, i.e., roll for ability scores, archetypal character classes with a minimum of mechanical variation, you simply collapse the simplest sub-class in with the most typical Background and go to work. A Warrior Fighter with a Soldier Background. Evoker Wizard with Sage Background. Cleric of Light with Priest Background. Thief Rogue with Guild Thief Background. Use attribute increases instead of feats. Or, if you want more variety and options, use a standard array and mix and match with the background of your choice. Enchanter Wizard with the Noble Background. Cleric of War with Thug Background. Weaponmaster Fighter with Artisan Background. Add feats for more variety. Or finally, you can go full customization. Distribute points for your ability scores, choose your subclass, choose a background trait, choose three skills and three tool proficiencies or languages, use feats in lieu of attribute bonuses. And all of these characters can play together in the same game.</p><p></p><p></p><p>Also, skills, or rather proficiencies, are not themselves a resolution system. The resolution system is ability score checks, over which proficiencies provide a bonus. Thus, if one prefers a skill-less game, you can just use ability scores, with the DM adjudicating the proficiency bonus if it's something the character might be deemed good at, or if they have the right tools. This allows DMs and players to easily make skills as broad or as fine as they like.</p><p></p><p></p><p>Another place where you adjust focus. The games ranges and movements are in feet, so you can play theater of the mind. They are also all in multiples of 5, with many rules written so that they easily transfer to map-and-minis style of play. If you're playing a Warrior Fighter, you're basically just using basic attacks all the time, for a B/X level of abstractness. Or, play with the Weaponmaster Fighter, which offers a variety of limited-use maneuvers, and add feats. A Weaponmaster Fighter with the Protection Fighting Style and the Tactical Warrior feat creates something very similar to the 4e Fighter, with the ability to protect nearby allies, mark enemies, and limited-use maneuvers that reset every encounter.</p><p></p><p></p><p>And if TSR-era Vancian is your bag, you can just ignore the spells prepared rules and use the spell slot tables in the traditional way. Also, Wizards are less quadratic. Instead of being weak at first but eventually super powerful, they are front-loaded to be more power at lower levels, with less of a disparity at higher levels. 5e casters have the fewest number of spell slots of any edition that uses that kind of system. With rituals also, there are more at lower levels and fewer at higher levels.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6277028, member: 6680772"] I'm going to shamelessly use [MENTION=1465]Li Shenron[/MENTION]'s excellent post to springboard on: This is one of the primary examples of what the game offers in terms of modularity. If you're looking for, say, a more TSR-D&D type character generation, i.e., roll for ability scores, archetypal character classes with a minimum of mechanical variation, you simply collapse the simplest sub-class in with the most typical Background and go to work. A Warrior Fighter with a Soldier Background. Evoker Wizard with Sage Background. Cleric of Light with Priest Background. Thief Rogue with Guild Thief Background. Use attribute increases instead of feats. Or, if you want more variety and options, use a standard array and mix and match with the background of your choice. Enchanter Wizard with the Noble Background. Cleric of War with Thug Background. Weaponmaster Fighter with Artisan Background. Add feats for more variety. Or finally, you can go full customization. Distribute points for your ability scores, choose your subclass, choose a background trait, choose three skills and three tool proficiencies or languages, use feats in lieu of attribute bonuses. And all of these characters can play together in the same game. Also, skills, or rather proficiencies, are not themselves a resolution system. The resolution system is ability score checks, over which proficiencies provide a bonus. Thus, if one prefers a skill-less game, you can just use ability scores, with the DM adjudicating the proficiency bonus if it's something the character might be deemed good at, or if they have the right tools. This allows DMs and players to easily make skills as broad or as fine as they like. Another place where you adjust focus. The games ranges and movements are in feet, so you can play theater of the mind. They are also all in multiples of 5, with many rules written so that they easily transfer to map-and-minis style of play. If you're playing a Warrior Fighter, you're basically just using basic attacks all the time, for a B/X level of abstractness. Or, play with the Weaponmaster Fighter, which offers a variety of limited-use maneuvers, and add feats. A Weaponmaster Fighter with the Protection Fighting Style and the Tactical Warrior feat creates something very similar to the 4e Fighter, with the ability to protect nearby allies, mark enemies, and limited-use maneuvers that reset every encounter. And if TSR-era Vancian is your bag, you can just ignore the spells prepared rules and use the spell slot tables in the traditional way. Also, Wizards are less quadratic. Instead of being weak at first but eventually super powerful, they are front-loaded to be more power at lower levels, with less of a disparity at higher levels. 5e casters have the fewest number of spell slots of any edition that uses that kind of system. With rituals also, there are more at lower levels and fewer at higher levels. [/QUOTE]
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