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AD&D 3E To AD&D 5E Hypothetical Incremental Edition
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<blockquote data-quote="Blue" data-source="post: 9227125" data-attributes="member: 20564"><p>Okay, instead of feats I think they double down on the Skills and Powers type options, so you have more fundamental level building blocks for your character.</p><p></p><p>What 5e thinks of subclasses is provided via Kits. Which are less transformative than subclasses, but that's okay because we have a lot mroe control with the Skills & Powers options anyhow.</p><p></p><p>Still a move to a unified mechanic (d20+mod >= DC), so looking at other unified things.</p><p></p><p>Multiclassing would have continued in the "pick 2-3 classes and split your XP between them", but allowed humans to do it as well, and removed demi-human level limits. That's part of moving to unified mechanics.</p><p></p><p>Also unified they MIGHT move to a single XP chart, but that would mean buffing/debuffing some classes. I'm going to say each class still has it's own XP chart. That makes AD&D-style multiclassing more interesting anyway.</p><p></p><p>Though now I'm second guessing that - if classes go up in level at the same time, it might enable some other things in multiclassing instead of the "half HP blah blah" workaround they used. Would need to reread and ponder.</p><p></p><p>Divine Magic only go up to spell level 7.</p><p></p><p>No spell slots, you prep specific spells unless you are a sorcerer. Which has a very different progression of spells. (So no unified spell progression.)</p><p></p><p>On the other hand, saves will still be based on just the person making them, so will get easier and easier as you level up, which becomes part of how they try to handle the LFQW issue.</p><p></p><p>Cantrips are implemented as spells (which take up slots, not that slots are separate from spells prepared anymore) that once you cast them you can do X special effect for 1 hr/caster level. They are effectively utility spells, like Unseen Servant, that can continue to do things for a while.</p><p></p><p>Initiative becomes roll + mods to start, and then going off Weapon Speed or Segments to Cast phases later in the initiative, with AD&D 3E having new rolls every round and AD&D 5E having cyclic for the base. You can interrupt spells by doing damage between the time casting starts and when they go off. Extra Attack and TWF allows a second attack 10 segments after the first finishes.</p><p></p><p>If they have unified ability scores, probably also removed the limits by class (for example IIRC non-fighters capped at 16 CON for HP bonus per level).</p></blockquote><p></p>
[QUOTE="Blue, post: 9227125, member: 20564"] Okay, instead of feats I think they double down on the Skills and Powers type options, so you have more fundamental level building blocks for your character. What 5e thinks of subclasses is provided via Kits. Which are less transformative than subclasses, but that's okay because we have a lot mroe control with the Skills & Powers options anyhow. Still a move to a unified mechanic (d20+mod >= DC), so looking at other unified things. Multiclassing would have continued in the "pick 2-3 classes and split your XP between them", but allowed humans to do it as well, and removed demi-human level limits. That's part of moving to unified mechanics. Also unified they MIGHT move to a single XP chart, but that would mean buffing/debuffing some classes. I'm going to say each class still has it's own XP chart. That makes AD&D-style multiclassing more interesting anyway. Though now I'm second guessing that - if classes go up in level at the same time, it might enable some other things in multiclassing instead of the "half HP blah blah" workaround they used. Would need to reread and ponder. Divine Magic only go up to spell level 7. No spell slots, you prep specific spells unless you are a sorcerer. Which has a very different progression of spells. (So no unified spell progression.) On the other hand, saves will still be based on just the person making them, so will get easier and easier as you level up, which becomes part of how they try to handle the LFQW issue. Cantrips are implemented as spells (which take up slots, not that slots are separate from spells prepared anymore) that once you cast them you can do X special effect for 1 hr/caster level. They are effectively utility spells, like Unseen Servant, that can continue to do things for a while. Initiative becomes roll + mods to start, and then going off Weapon Speed or Segments to Cast phases later in the initiative, with AD&D 3E having new rolls every round and AD&D 5E having cyclic for the base. You can interrupt spells by doing damage between the time casting starts and when they go off. Extra Attack and TWF allows a second attack 10 segments after the first finishes. If they have unified ability scores, probably also removed the limits by class (for example IIRC non-fighters capped at 16 CON for HP bonus per level). [/QUOTE]
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