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*Dungeons & Dragons
Chris Perkins and Stan! - previous D&D edition thoughts
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<blockquote data-quote="Staffan" data-source="post: 9579293" data-attributes="member: 907"><p>I remember when I first got 5e, and it did remind me a lot of 2e in certain parts. The main one were magic items. In both 3e and 4e, there was an expected progression of magic items that you needed to have the right numbers, and items were meant to be able to be easily bought, sold, and made. In addition, in 3e the rules for pricing spellcasting items created ridiculously high prices for anything higher than level 1 (because it was based on spell level * caster level), with ridiculously low save DCs which meant you basically couldn't use them for anything offensive. For example, a pair of <em>drums of panic</em> that can cast a <em>fear</em> spell (with a different AOE) once per day cost 30,000 gp, which is more than the expected treasure of a level 16 encounter. And the save DC on that <em>fear</em>? 16. How often are the creatures a level 16+ character faces going to fail a DC 16 Will save? I'm pretty sure that any level 16 character who found a pair of <em>drums</em> would sell them off for 15k and put that toward upgrading their stat buff from +4 to +6 if they don't already have that.</p><p></p><p>But 5e doesn't have specific item prices, only very broad categories, and no expectations about what sort of items PCs are supposed to have. At some point they should probably get magic weapons because of all the creatures that are resistant/immune to non-magic damage, but that's it. In addition, bounded accuracy makes low DCs useful for a longer time, because unless a creature is proficient in a save it will stay at its baseline.</p><p></p><p>The other aspect that reminded me of 2e was how, once you had chosen your class and kit/subclass, your character was basically on rails for the rest of their career – particularly if you don't play with feats and multiclassing (which are specifically called out as optional rules in 5.0). That is not necessarily a good thing, but it does make it easier for newbies.</p><p></p><p>That's not to say that 5e as a whole is particularly similar to 2e, but <strong>aspects</strong> of it are.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9579293, member: 907"] I remember when I first got 5e, and it did remind me a lot of 2e in certain parts. The main one were magic items. In both 3e and 4e, there was an expected progression of magic items that you needed to have the right numbers, and items were meant to be able to be easily bought, sold, and made. In addition, in 3e the rules for pricing spellcasting items created ridiculously high prices for anything higher than level 1 (because it was based on spell level * caster level), with ridiculously low save DCs which meant you basically couldn't use them for anything offensive. For example, a pair of [I]drums of panic[/I] that can cast a [I]fear[/I] spell (with a different AOE) once per day cost 30,000 gp, which is more than the expected treasure of a level 16 encounter. And the save DC on that [I]fear[/I]? 16. How often are the creatures a level 16+ character faces going to fail a DC 16 Will save? I'm pretty sure that any level 16 character who found a pair of [I]drums[/I] would sell them off for 15k and put that toward upgrading their stat buff from +4 to +6 if they don't already have that. But 5e doesn't have specific item prices, only very broad categories, and no expectations about what sort of items PCs are supposed to have. At some point they should probably get magic weapons because of all the creatures that are resistant/immune to non-magic damage, but that's it. In addition, bounded accuracy makes low DCs useful for a longer time, because unless a creature is proficient in a save it will stay at its baseline. The other aspect that reminded me of 2e was how, once you had chosen your class and kit/subclass, your character was basically on rails for the rest of their career – particularly if you don't play with feats and multiclassing (which are specifically called out as optional rules in 5.0). That is not necessarily a good thing, but it does make it easier for newbies. That's not to say that 5e as a whole is particularly similar to 2e, but [B]aspects[/B] of it are. [/QUOTE]
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