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General Tabletop Discussion
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Considering "taking the 5th" (Edition); questions for those more experienced.
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<blockquote data-quote="Shiroiken" data-source="post: 6594125" data-attributes="member: 6775477"><p>First of all: Welcome Back! As a fellow grognard, I can say that 5E can easily give you the same kind of feel that AD&D did back in the day. Unlike 3E & 4E, there is no assumed wealth by level nor assumed magic items, so you can run any kind of game you want (high magic, low magic, treasure poor, monty haul, etc.).</p><p></p><p>1) It can, but it's a bit tricky. Every class has some options that allow for spellcasting of some variety (even if very limited). You can limit or change those options as well, keeping things as low magic as you like. You could remove full casters completely (bard, cleric, druid, sorcerer, wizard), leaving only half-casters and the warlock (which fits the theme of low magic quite well, if not quite mechanically). You can limit the number of casters in the party, say 1 full casters and 2 half casters for a party of 6. You can also go in and rework the classes to have much lower magical options (see the most recent Unearthed Arcana article for details), but this is a LOT of work.</p><p></p><p>It really depends on what you mean by low magic. If by such you mean few casters in the world, who are generally hated and feared, along with limited magic items, then 5E is perfect for it. If you mean to weaken casters, it still works, but you have to put in more effort.</p><p></p><p>2) I've generally found that everyone loves Advantage and hates Disadvantage... until they actually play. They work quite well in game, especially when you realize that with Bounded Accuracy (the game design philosophy where weaker characters have a chance to succeed on the same roll that powerful characters have a chance to fail) you don't have those "need a crit" moments at all. You might need a high roll (say 16+), but you should never actually need a 20 to succeed, unless you are very outclassed or attempting something insanely hard. Disadvantage is actually a great mechanic to give that same feel of needing a great roll, without needing an actual 20 to succeed (16+ with Disadvantage is really hard).</p><p></p><p>All in all, I'd say run a one-shot with your group before starting your actual campaign. See if 5E if for you before you begin, and if a few things need modified, then I suggest doing so. 5E is meant to be modular, just like 2E's many optional rules. Tweak it and make it your own.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6594125, member: 6775477"] First of all: Welcome Back! As a fellow grognard, I can say that 5E can easily give you the same kind of feel that AD&D did back in the day. Unlike 3E & 4E, there is no assumed wealth by level nor assumed magic items, so you can run any kind of game you want (high magic, low magic, treasure poor, monty haul, etc.). 1) It can, but it's a bit tricky. Every class has some options that allow for spellcasting of some variety (even if very limited). You can limit or change those options as well, keeping things as low magic as you like. You could remove full casters completely (bard, cleric, druid, sorcerer, wizard), leaving only half-casters and the warlock (which fits the theme of low magic quite well, if not quite mechanically). You can limit the number of casters in the party, say 1 full casters and 2 half casters for a party of 6. You can also go in and rework the classes to have much lower magical options (see the most recent Unearthed Arcana article for details), but this is a LOT of work. It really depends on what you mean by low magic. If by such you mean few casters in the world, who are generally hated and feared, along with limited magic items, then 5E is perfect for it. If you mean to weaken casters, it still works, but you have to put in more effort. 2) I've generally found that everyone loves Advantage and hates Disadvantage... until they actually play. They work quite well in game, especially when you realize that with Bounded Accuracy (the game design philosophy where weaker characters have a chance to succeed on the same roll that powerful characters have a chance to fail) you don't have those "need a crit" moments at all. You might need a high roll (say 16+), but you should never actually need a 20 to succeed, unless you are very outclassed or attempting something insanely hard. Disadvantage is actually a great mechanic to give that same feel of needing a great roll, without needing an actual 20 to succeed (16+ with Disadvantage is really hard). All in all, I'd say run a one-shot with your group before starting your actual campaign. See if 5E if for you before you begin, and if a few things need modified, then I suggest doing so. 5E is meant to be modular, just like 2E's many optional rules. Tweak it and make it your own. [/QUOTE]
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Considering "taking the 5th" (Edition); questions for those more experienced.
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