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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="MechaPilot" data-source="post: 6479722" data-attributes="member: 82779"><p>Including 3e-style SoD:</p><p>It's doable without wrecking the balance. There are a few ways to handle it: you can make it require a special component that you control access to (for example, medusa eyes for a petrification spell), you could put it on a separate timetable (instead of it being a daily ability, it's a weekly ability), or you could create a hefty cost for it (for example, if an SoD spell drained 2, 3, or 4 healing surges).</p><p></p><p>Halving HPs:</p><p>I didn't mean that you just halve the monster HPs to make combat faster. Certainly, that would make combat faster, but it would also imbalance things by making them less of a threat to the PCs. I meant halving HPs across the board (PCs as well as monsters). That speeds up combat and retains the balance of power.</p><p></p><p>Utility Magic:</p><p>This doesn't seem terribly hard to me. What you say you would want would be to make rituals and utility powers consume combat resources. Replacing a ritual's cost with the required expenditure of an encounter or daily power use doesn't seem that difficult. However, what I would do to more easily accomplish that end is replace the AEDU structure with a spell point structure (I mentioned how to do that earlier). Then you could assign a flat point value to rituals, a point value for encounter utilities, and a point value for daily utilities. To better accomplish this I would probably alter the previous point value determination method to three for an encounter and five for a daily. I would probably also go with 1 point as the value for encounter utilities and all rituals, and a 2 point value for daily rituals. The end result may need tweaking and polishing, but that's a good jump on it.</p><p></p><p></p><p></p><p></p><p>I am quite shy and play almost exclusively with friends. Playing with friends instead of at conventions, FLGSs, and with people that I meet online prevents a lot of issues, but it does also seriously limit my potential play group (so much so that I currently have no one to play D&D with, but that's also a function of most people in my area preferring hunting, fishing, and camping as recreational activities).</p><p></p><p>I will add that when I am unsure of a ruling that I make, I always stress to my players that it is a tentative ruling, meaning that it can change in the future (though I always try to give them a good reason for such changes). This is also the case with houserules that I make, and homebrew material. For example, if a player wanted to play a crystal mage in a 5e version of my homebrew setting, that player would be told that the conversion of that class to 5e is still a work in progress and that the rules for that class may change as I become more familiar with 5e, but that I will always explain my reasons for any changes and allow them to recreate the character with a different class if they no longer like the way it works (I'll also come up with some in-game rationalization for how that occurs as well).</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6479722, member: 82779"] Including 3e-style SoD: It's doable without wrecking the balance. There are a few ways to handle it: you can make it require a special component that you control access to (for example, medusa eyes for a petrification spell), you could put it on a separate timetable (instead of it being a daily ability, it's a weekly ability), or you could create a hefty cost for it (for example, if an SoD spell drained 2, 3, or 4 healing surges). Halving HPs: I didn't mean that you just halve the monster HPs to make combat faster. Certainly, that would make combat faster, but it would also imbalance things by making them less of a threat to the PCs. I meant halving HPs across the board (PCs as well as monsters). That speeds up combat and retains the balance of power. Utility Magic: This doesn't seem terribly hard to me. What you say you would want would be to make rituals and utility powers consume combat resources. Replacing a ritual's cost with the required expenditure of an encounter or daily power use doesn't seem that difficult. However, what I would do to more easily accomplish that end is replace the AEDU structure with a spell point structure (I mentioned how to do that earlier). Then you could assign a flat point value to rituals, a point value for encounter utilities, and a point value for daily utilities. To better accomplish this I would probably alter the previous point value determination method to three for an encounter and five for a daily. I would probably also go with 1 point as the value for encounter utilities and all rituals, and a 2 point value for daily rituals. The end result may need tweaking and polishing, but that's a good jump on it. I am quite shy and play almost exclusively with friends. Playing with friends instead of at conventions, FLGSs, and with people that I meet online prevents a lot of issues, but it does also seriously limit my potential play group (so much so that I currently have no one to play D&D with, but that's also a function of most people in my area preferring hunting, fishing, and camping as recreational activities). I will add that when I am unsure of a ruling that I make, I always stress to my players that it is a tentative ruling, meaning that it can change in the future (though I always try to give them a good reason for such changes). This is also the case with houserules that I make, and homebrew material. For example, if a player wanted to play a crystal mage in a 5e version of my homebrew setting, that player would be told that the conversion of that class to 5e is still a work in progress and that the rules for that class may change as I become more familiar with 5e, but that I will always explain my reasons for any changes and allow them to recreate the character with a different class if they no longer like the way it works (I'll also come up with some in-game rationalization for how that occurs as well). [/QUOTE]
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