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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="Gadget" data-source="post: 6599210" data-attributes="member: 23716"><p>I'm not sure how ability modifiers where different in AD&D. I seem to recall there was the same "odd ability modifier" problem there, it was just that there was a smaller range until you got to the 18 xx/100 system. But that was only for strength. There is no doubt that ability modifiers and the ability to increase them are a bigger deal in 5e than in AD&D, but that is taken into account here, it is part of how your character increases in power. In AD&D you just looked for those gauntlets of Ogre Power or Girdle of Giant Strength. It is expected that you will seek to increase you abilities as you have a choice between that and feats (feats are optional in this edition). Fortunately, the increase comes in the form of +2, so you don't have to worry overmuch about the 'odd ability score' problem. There are some feats that grant a +1 ability score in addition to another benefit, so there is that. Lastly on abilities, you may have missed that scores cap at 20 (barring certain magic items), so there is a hard ceiling; this is an improvement over recent additions. Lastly, lastly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think this plays into the Bounded Accuracy that 5e uses: There is a limit on how high bonuses get, only +6 proficiency at 20th level, magic items max out at +3 (not that your campaign would have too many of these), so ability increases are expected to give higher level characters increased capacity. This keeps lower level opponents relevant for longer (unlike every other edition of D&D), a fair number of orcs can still be a threat to a 10th level party; that seems right up your alley in how you described your campaign. </p><p></p><p>As for Mulit-classing, it--like feats--is optional. It is trivial to disallow it, or only in special circumstances. There are more restrictions on it than there was on 3e multi-classing, for what it's worth. </p><p></p><p>As for the zero-to hero syndrome that you dislike (i.e. low level chars needing to 'grow up'), this has, IMHO, always been an issue with D&D, but perhaps was less of a problem in 4e than any other edition. You could always start out at level 3 (an option presented in the DMG I believe), as the first two levels are considered 'apprentice' tier and pass quickly. </p><p></p><p>I will give you the overall more 'magical' character classes. That is a problem from your perspective and seems to be the way RPG gamer tastes have gone over the years. WOTC tried to give non-magical classes umph in 4e, but the effort was decried by many, so I guess they went to a more "lets just give them abilities through spells and call it good" system.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6599210, member: 23716"] I'm not sure how ability modifiers where different in AD&D. I seem to recall there was the same "odd ability modifier" problem there, it was just that there was a smaller range until you got to the 18 xx/100 system. But that was only for strength. There is no doubt that ability modifiers and the ability to increase them are a bigger deal in 5e than in AD&D, but that is taken into account here, it is part of how your character increases in power. In AD&D you just looked for those gauntlets of Ogre Power or Girdle of Giant Strength. It is expected that you will seek to increase you abilities as you have a choice between that and feats (feats are optional in this edition). Fortunately, the increase comes in the form of +2, so you don't have to worry overmuch about the 'odd ability score' problem. There are some feats that grant a +1 ability score in addition to another benefit, so there is that. Lastly on abilities, you may have missed that scores cap at 20 (barring certain magic items), so there is a hard ceiling; this is an improvement over recent additions. Lastly, lastly :) I think this plays into the Bounded Accuracy that 5e uses: There is a limit on how high bonuses get, only +6 proficiency at 20th level, magic items max out at +3 (not that your campaign would have too many of these), so ability increases are expected to give higher level characters increased capacity. This keeps lower level opponents relevant for longer (unlike every other edition of D&D), a fair number of orcs can still be a threat to a 10th level party; that seems right up your alley in how you described your campaign. As for Mulit-classing, it--like feats--is optional. It is trivial to disallow it, or only in special circumstances. There are more restrictions on it than there was on 3e multi-classing, for what it's worth. As for the zero-to hero syndrome that you dislike (i.e. low level chars needing to 'grow up'), this has, IMHO, always been an issue with D&D, but perhaps was less of a problem in 4e than any other edition. You could always start out at level 3 (an option presented in the DMG I believe), as the first two levels are considered 'apprentice' tier and pass quickly. I will give you the overall more 'magical' character classes. That is a problem from your perspective and seems to be the way RPG gamer tastes have gone over the years. WOTC tried to give non-magical classes umph in 4e, but the effort was decried by many, so I guess they went to a more "lets just give them abilities through spells and call it good" system. [/QUOTE]
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