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<blockquote data-quote="Voadam" data-source="post: 7992051" data-attributes="member: 2209"><p>Overall I like 5e a lot and it is my system of choice after years of 3.o/3.5/PF. I much prefer the skill system, I think it has better class balance, and good improvements such as concentration that address in part caster power imbalances. I like that it does not assume magic items and the bounded accuracy allowing the impactful use of lower CR monsters against higher level PCs. On the downside you lose a lot of the dozens of neat classes from 3.5 and lots of neat mechanics like specific feats and such that developed over the years.</p><p></p><p>Here is my post from the sell a 3.5 grognard on 5e thread:</p><p></p><p>It is a lot like 3e with some house rules designed to make it a little simpler and reduce power imbalance of casters and some of the high level imbalances.</p><p></p><p>Concentration means less spell stacking to track and it narrows (but does not eliminate) the LFEW (linear fighter exponential wizard) phenomena. It is a great mechanic that can be implemented in 3.5 as a UA style house rule if desired.</p><p></p><p>Fighters are not feat based, they get their own things.</p><p></p><p>Moving and full attacking as default so melee warriors can be more mobile.</p><p></p><p>AoOs only when you leave reach means everybody can charge in without getting tagged.</p><p></p><p>Bounded accuracy means low level stuff can be used in higher level games and have an impact.</p><p></p><p>Flat save instead of spell level based ones for spells means low level spells are still relevant at high levels.</p><p></p><p>Spells are (generally) designed to expect a failed save but not to full stop a combat.</p><p></p><p>Warlocks as a core PH class and not considered significantly lower tiered than other casters.</p><p></p><p>Multiclassing spellcasting is better integrated.</p><p></p><p>Paladins are a stronger class in 5e than in 3e. Smite in particular is better.</p><p></p><p>Less Christmas tree magic items. Atunement limits number of big magic items.</p><p></p><p>Skills do not have the +0 to +30 discrepancy they could have in high level 3.5.</p><p></p><p>All classes get at least two skills from class and two from class-independent background, things like Rangers and Rogues and Bards get more.</p><p></p><p>All classes get a subclass specialization between 1st and 3rd level that provides different class benefits at defined levels. For instance a fighter has an option for being a mechanically straightforward powerful number enhancer (extended crit range, etc.), a fiddly resource tracking bonus die technique option, and an eldritch knight spellcasting option out of the PH.</p><p></p><p>Feats are an optional subsystem (swap out a stat bump for a feat) with fewer more powerful feats. No feat tax for PCs and fewer fiddly bits to track with monsters.</p><p></p><p>Short rest mechanics allow more recharge power options than per day.</p><p></p><p>Hit die healing mechanic means there can be significant non-magical healing between combats in a day. A little similar to the reserve points from 3.5 UA.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7992051, member: 2209"] Overall I like 5e a lot and it is my system of choice after years of 3.o/3.5/PF. I much prefer the skill system, I think it has better class balance, and good improvements such as concentration that address in part caster power imbalances. I like that it does not assume magic items and the bounded accuracy allowing the impactful use of lower CR monsters against higher level PCs. On the downside you lose a lot of the dozens of neat classes from 3.5 and lots of neat mechanics like specific feats and such that developed over the years. Here is my post from the sell a 3.5 grognard on 5e thread: It is a lot like 3e with some house rules designed to make it a little simpler and reduce power imbalance of casters and some of the high level imbalances. Concentration means less spell stacking to track and it narrows (but does not eliminate) the LFEW (linear fighter exponential wizard) phenomena. It is a great mechanic that can be implemented in 3.5 as a UA style house rule if desired. Fighters are not feat based, they get their own things. Moving and full attacking as default so melee warriors can be more mobile. AoOs only when you leave reach means everybody can charge in without getting tagged. Bounded accuracy means low level stuff can be used in higher level games and have an impact. Flat save instead of spell level based ones for spells means low level spells are still relevant at high levels. Spells are (generally) designed to expect a failed save but not to full stop a combat. Warlocks as a core PH class and not considered significantly lower tiered than other casters. Multiclassing spellcasting is better integrated. Paladins are a stronger class in 5e than in 3e. Smite in particular is better. Less Christmas tree magic items. Atunement limits number of big magic items. Skills do not have the +0 to +30 discrepancy they could have in high level 3.5. All classes get at least two skills from class and two from class-independent background, things like Rangers and Rogues and Bards get more. All classes get a subclass specialization between 1st and 3rd level that provides different class benefits at defined levels. For instance a fighter has an option for being a mechanically straightforward powerful number enhancer (extended crit range, etc.), a fiddly resource tracking bonus die technique option, and an eldritch knight spellcasting option out of the PH. Feats are an optional subsystem (swap out a stat bump for a feat) with fewer more powerful feats. No feat tax for PCs and fewer fiddly bits to track with monsters. Short rest mechanics allow more recharge power options than per day. Hit die healing mechanic means there can be significant non-magical healing between combats in a day. A little similar to the reserve points from 3.5 UA. [/QUOTE]
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