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5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="TwoSix" data-source="post: 6363404" data-attributes="member: 205"><p>Yea, I do agree with that. There are some outliers (cough...<em>Contagion</em>...cough...<em>True Polymorph</em>...man, it's dusty in here!), but that appears to me to require merely some judicious use of the nerf-bat, not a full-scale system overhaul. The flying invisible mirror-imaged lockdown artist of 3e fame is dead, thank goodness. </p><p></p><p></p><p></p><p>That's more my issue. My campaigns really never have anything approaching a dungeon, they're all wilderness exploration and/or urban-based. </p><p></p><p></p><p>Super duper campaign and even individual player dependent, really. I DM with a pretty light hand. There's stuff over here, or you can try to stop that over there, or just go do your own research for a while. Only occasionally will I ambush you with time traveling god robots (and that's campaign specific).</p><p></p><p></p><p>OH MY GOD I WANT TO DO IT SOOO BAD!</p><p></p><p></p><p>I think it's great for adventure pacing. It makes spell selection matter even more, because you can just take a quick break and rejigger your spell selection to fit the scenario. Requiring a place of safety encourages the PCs to have more interaction with the environment, which then gives even more hooks into the party. Finding and saving a small village that's next to the Evil Castle of Castle-like Evil becomes an adventure in and of itself, because it's the only likely place that doesn't require a week's travel to get your long rest.</p><p></p><p>Additionally, lengthening the recharge time for some spells can only help to balance certain, ahem, interesting situations, like a necromancer's zombie horde.</p><p></p><p>I like the idea of adding in training time for new levels. I'd probably make it the character's new level in weeks, which heads off the "zero-to-demigod" in 6 weeks issue. And I like any rule that requires characters to not necessarily be murderhobos, but to benefit from having an attachment to civilization.</p><p></p><p></p><p>One can always adjust the adventure if you need a greater frequency of ability to use. Consumables, for one. Why not encourage the use of downtime to craft some healing potions? During the adventure, pass out some wands with a few charges, or some extra scrolls, or heck, maybe some <em>mana</em> potions. Or maybe you can find your campaign's equivalent to a Zelda fairy pond. It worked for Scott Pilgrim, after all.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6363404, member: 205"] Yea, I do agree with that. There are some outliers (cough...[I]Contagion[/I]...cough...[I]True Polymorph[/I]...man, it's dusty in here!), but that appears to me to require merely some judicious use of the nerf-bat, not a full-scale system overhaul. The flying invisible mirror-imaged lockdown artist of 3e fame is dead, thank goodness. That's more my issue. My campaigns really never have anything approaching a dungeon, they're all wilderness exploration and/or urban-based. Super duper campaign and even individual player dependent, really. I DM with a pretty light hand. There's stuff over here, or you can try to stop that over there, or just go do your own research for a while. Only occasionally will I ambush you with time traveling god robots (and that's campaign specific). OH MY GOD I WANT TO DO IT SOOO BAD! I think it's great for adventure pacing. It makes spell selection matter even more, because you can just take a quick break and rejigger your spell selection to fit the scenario. Requiring a place of safety encourages the PCs to have more interaction with the environment, which then gives even more hooks into the party. Finding and saving a small village that's next to the Evil Castle of Castle-like Evil becomes an adventure in and of itself, because it's the only likely place that doesn't require a week's travel to get your long rest. Additionally, lengthening the recharge time for some spells can only help to balance certain, ahem, interesting situations, like a necromancer's zombie horde. I like the idea of adding in training time for new levels. I'd probably make it the character's new level in weeks, which heads off the "zero-to-demigod" in 6 weeks issue. And I like any rule that requires characters to not necessarily be murderhobos, but to benefit from having an attachment to civilization. One can always adjust the adventure if you need a greater frequency of ability to use. Consumables, for one. Why not encourage the use of downtime to craft some healing potions? During the adventure, pass out some wands with a few charges, or some extra scrolls, or heck, maybe some [I]mana[/I] potions. Or maybe you can find your campaign's equivalent to a Zelda fairy pond. It worked for Scott Pilgrim, after all. [/QUOTE]
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