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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="pemerton" data-source="post: 6481184" data-attributes="member: 42582"><p>I don't agree with this.</p><p></p><p>If you give magic-users save or die abilities, you <em>want</em> them to be more powerful than fighters (as they were in AD&D, once they got those abilities). Or, if you don't want more power but want swinginess, impose a penalty to hit on the save-or-die ability (say -5 to hit if its paragon and -2 to hit if its epic).</p><p></p><p>And saying that you have to rework the monster maths is like arguing that in 5e, if you use magic items, you have to rework the monster maths to compensate. If you want PCs to be more powerful (eg via save-or-die, or using a 13th Age-style speed die, or whatever) then just do it. There is no need to rework the monster maths.</p><p></p><p>Then double the damage output, as many people did. Or multiply the number of enemies in an encounter by 1.5.</p><p></p><p>Why do you need to change the level of every ritual? To make non-combat play more like 2nd ed, don't use skill challenges, and replace gp costs for rituals with some other notional limit (eg each caster has 1/10 of his/her level's XP worth of "ritual points" to spend on rituals between extended rests).</p><p></p><p>Utterly trivial. People were posting their inherent bonus rules within days of the books being released.</p><p></p><p> [MENTION=82779]MechaPilot[/MENTION] has explained how this is very easy. Just ignore any time a rule says "spend a healing surge" and instead have the character simply recover his/her surge value of hit points.</p><p></p><p>What does this mean? It's like asking how easy it is to remove a magic-user's spellcasting in AD&D. What are PCs meant to do if you strip away their core abilities.</p><p></p><p>Essentials gives you builds without daily powers, if that's what you're looking for.</p><p></p><p>Clearly not true for 2 out of your 3. You 3rd is under-specified.</p><p></p><p>I think the consequences of inherent bonuses and few other magic items are no harder to predict than the consequences of no items in AD&D, or using items in 5e. The players will have fewer options, and hence use spells and other limited-use abilities more rapidly and run out of hit points more quickly.</p><p></p><p>The consequences of dropping healing surges are also fairly predictable: healing power recharge rates, rather than surge usage, will become the main determinants of the length of the adventuring day. A bit like Wands of Cure Light Wounds in 3E.</p><p></p><p>Personally I've never found AD&D that transparent. How will the game change if I adjust CLW, CSW, CCW and Heal to restore 25%, 50%, 75% and 100% respectively of the character's total hit points lost? I'd have to do a lot of maths to even begin to work that out.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6481184, member: 42582"] I don't agree with this. If you give magic-users save or die abilities, you [I]want[/I] them to be more powerful than fighters (as they were in AD&D, once they got those abilities). Or, if you don't want more power but want swinginess, impose a penalty to hit on the save-or-die ability (say -5 to hit if its paragon and -2 to hit if its epic). And saying that you have to rework the monster maths is like arguing that in 5e, if you use magic items, you have to rework the monster maths to compensate. If you want PCs to be more powerful (eg via save-or-die, or using a 13th Age-style speed die, or whatever) then just do it. There is no need to rework the monster maths. Then double the damage output, as many people did. Or multiply the number of enemies in an encounter by 1.5. Why do you need to change the level of every ritual? To make non-combat play more like 2nd ed, don't use skill challenges, and replace gp costs for rituals with some other notional limit (eg each caster has 1/10 of his/her level's XP worth of "ritual points" to spend on rituals between extended rests). Utterly trivial. People were posting their inherent bonus rules within days of the books being released. [MENTION=82779]MechaPilot[/MENTION] has explained how this is very easy. Just ignore any time a rule says "spend a healing surge" and instead have the character simply recover his/her surge value of hit points. What does this mean? It's like asking how easy it is to remove a magic-user's spellcasting in AD&D. What are PCs meant to do if you strip away their core abilities. Essentials gives you builds without daily powers, if that's what you're looking for. Clearly not true for 2 out of your 3. You 3rd is under-specified. I think the consequences of inherent bonuses and few other magic items are no harder to predict than the consequences of no items in AD&D, or using items in 5e. The players will have fewer options, and hence use spells and other limited-use abilities more rapidly and run out of hit points more quickly. The consequences of dropping healing surges are also fairly predictable: healing power recharge rates, rather than surge usage, will become the main determinants of the length of the adventuring day. A bit like Wands of Cure Light Wounds in 3E. Personally I've never found AD&D that transparent. How will the game change if I adjust CLW, CSW, CCW and Heal to restore 25%, 50%, 75% and 100% respectively of the character's total hit points lost? I'd have to do a lot of maths to even begin to work that out. [/QUOTE]
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