JmanTheDM said:
- Fast level advancement at low levels vs. old school, slow level advancement and VERY HIGH 1st level mortality
Okay 5e advances a bit faster than old school did.. not a big issue with me I never like starting players at less than 3rd level as I look at 3rd level being 1st level of competency and prior to that you are basically still in training and 5e even supports this even more -- however, 5e also seems to lean heavily on multi-classing and they did an okay job of keeping it from being abusive when its done. Lastly I have been in old school mega dungeons and the mortality rate was higher at the mid to high levels than the low levels actually.
JmanTheDM said:
- XP for treasure, vs. milestone and "story" awards based XP. how would encounter design have to change to incorporate milestones and story awards?
Okay I never gave XP for treasure as I felt that was its own reward, I did give XP for monsters and things encountered regardless of whether you killed the monsters or not or were truly successful against the "thing" you just partial XP instead of full.
JmanTheDM said:
- emphasis on "role playing" to earn Inspiration vs. no real way to do that in past editions.
I like anything that promotes "role" playing as opposed to "roll" playing and we used to give out XP rewards for good role playing
JmanTheDM said:
- short and long rests vs. attrition warfare and strategic thinking of "do we enter into 1 more door?" how does a dungeon layout change based on this?
Does it need to? Okay so maybe you have a bit more staying power, but random encounters happen ever so many rounds in most mega-dungeons and a short rest is a lot of rounds to hope you do not get interrupted by a random encounter that spoils the short rest and forget about a long rest unless you can find some secure hidey-hole shack up in -- which there were some in the mega-dungeons I was in and they were great assuming someone else was not already in it and would not let you in.
JmanTheDM said:
- Easy Player death vs 5th edition where player death is relatively hard (when compared to earlier - pre-4th - editions)
I do not know, I have seen folks killed in 5th Ed just about as easily as they were killed in the previous editions just a matter of what the encounter is and whether than can run away fast enough
JmanTheDM said:
- modern play de-emphasizes Hirelings and torchbearers vs. a ready supply to provide cannon fodder and a HP buffer
That has nothing to do with mechanics and all to do with the GM's style -- personally we did not have many of these torch bearers and things although someone had a war pig once

it was the only thing that returned from that adventuring group ... such a sad day but man did we all laugh
JmanTheDM said:
- Insta-death traps and deadly encounters (contact poison, save or die) has pretty much gone away.
Yep I did away with things like that a long-long-long time ago... I viewed insta-death as horribly un-fun one roll of the die and well you are rolling up another one seemed kind of lame and some DMs used it too much I preferred to create survivable challenges that had the potential to kill the entire party depending upon how they chose to encounter it -- to me that is adventuring fun and most of my players seemed to agree there were folks that died but most often it was their own fault rather than a single bad die roll
On a positive note (perhaps) I plan to be starting a sort of mega-dungeon game soon -- I sort of because the entire "dungeon" is not underground some of it is above ground but the local makes the entire region basically a dungeon. And some of you old school players might recognize some of the elements that I will be sprinkling into it -- but then be perhaps surprised by its implementation aka -- just because it looked like a duck and sounded like a duck does not necessarily mean it was a duck
Hope to see many of you come join in once I get it up and going.