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General Tabletop Discussion
*Dungeons & Dragons
A few thoughts on 5E.
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<blockquote data-quote="Gadget" data-source="post: 6349174" data-attributes="member: 23716"><p>your comments seem to be really 3e focused, I guess you're coming from a 3e perspective. </p><p></p><p>1) Damage resistance - Others will probably explain better than I, but yes they went with a 'keep it simple' philosophy this time around that is much easier to use in actual play. With more of a focus on 'Rulings not Rules' there might be some room for the DM to say: 'Yes, you can hold your hand over the candle for a long time and clean up on that bet at the party' in most non combat situations. </p><p></p><p>2) Wizards and magic have been toned down in some ways in this edition to help solve the <strong>L</strong>inear <strong>F</strong>ighter, <strong>Q</strong>uadratic <strong>W</strong>izard (LFQW) issue. There has been <em>much</em> discussion discussion on this all through development, and all through 4e really (which did a fairly nice job of solving this issue, though the implementation was, needless to say, not to everyone's liking). Other ways to tone down spell casting include: no more automatic scaling of spells with caster level, if you want increased effects you must use a higher level spell slot; Almost all buff type and non instantaneous SoD, SoS (Save or Die, Save or Suck) spells require concentration to maintain, which can be easily broken and limits it to one such spell in play at a time for each caster. </p><p></p><p>Wizards of also received certain benefits to help out though. At will cantrips that can be used to attack in pinch and get more potent at higher levels, Only a pseudo-Vancian spell casting method is used: You do not have to prepare spells in certain slots anymore, just choose the spells you want to prepare and use you available slots to cast them as many times as you want. Many spells can be used in a higher slot of augmented effects, thereby increasing the casters flexibility in choosing and preparing spells. It seems to be a generally well liked change so far.</p><p></p><p>3) Monsters will have stats. So the DM will know the demon's CON score. Also, some monsters and classes have proficiency in certain saves so there is a bonus there in addition to the stat. In fact, one of 5es big design innovations is referred to as 'Bounded Accuracy'. Stats and proficiency bonuses are <strong>bounded</strong>, or limited to certain ranges, so higher level beings can still be ganged up on and threatened by lower level 'fodder'. This combined with the limits on buffing described above make it so that the numbers don't get so far out of whack. Magic Items seem to max out at about a +3 rather than the higher numbers of previous editions and are no longer assumed to be in play. This is intended to keep saves, save difficulty, Attack bonii, and AC in a more limited range and keep the number inflation down.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6349174, member: 23716"] your comments seem to be really 3e focused, I guess you're coming from a 3e perspective. 1) Damage resistance - Others will probably explain better than I, but yes they went with a 'keep it simple' philosophy this time around that is much easier to use in actual play. With more of a focus on 'Rulings not Rules' there might be some room for the DM to say: 'Yes, you can hold your hand over the candle for a long time and clean up on that bet at the party' in most non combat situations. 2) Wizards and magic have been toned down in some ways in this edition to help solve the [B]L[/B]inear [B]F[/B]ighter, [B]Q[/B]uadratic [B]W[/B]izard (LFQW) issue. There has been [I]much[/I] discussion discussion on this all through development, and all through 4e really (which did a fairly nice job of solving this issue, though the implementation was, needless to say, not to everyone's liking). Other ways to tone down spell casting include: no more automatic scaling of spells with caster level, if you want increased effects you must use a higher level spell slot; Almost all buff type and non instantaneous SoD, SoS (Save or Die, Save or Suck) spells require concentration to maintain, which can be easily broken and limits it to one such spell in play at a time for each caster. Wizards of also received certain benefits to help out though. At will cantrips that can be used to attack in pinch and get more potent at higher levels, Only a pseudo-Vancian spell casting method is used: You do not have to prepare spells in certain slots anymore, just choose the spells you want to prepare and use you available slots to cast them as many times as you want. Many spells can be used in a higher slot of augmented effects, thereby increasing the casters flexibility in choosing and preparing spells. It seems to be a generally well liked change so far. 3) Monsters will have stats. So the DM will know the demon's CON score. Also, some monsters and classes have proficiency in certain saves so there is a bonus there in addition to the stat. In fact, one of 5es big design innovations is referred to as 'Bounded Accuracy'. Stats and proficiency bonuses are [B]bounded[/B], or limited to certain ranges, so higher level beings can still be ganged up on and threatened by lower level 'fodder'. This combined with the limits on buffing described above make it so that the numbers don't get so far out of whack. Magic Items seem to max out at about a +3 rather than the higher numbers of previous editions and are no longer assumed to be in play. This is intended to keep saves, save difficulty, Attack bonii, and AC in a more limited range and keep the number inflation down. [/QUOTE]
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