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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="FormerlyHemlock" data-source="post: 6600199" data-attributes="member: 6787650"><p>Hi Blackbird,</p><p></p><p>FWIW, your campaign sounds exactly like the kind of campaign I enjoy best too. 5E supports it about as well as AD&D. Slightly better, really, because there aren't so many monsters that "require +X or better weapons to hit." Aside from werewolves, mostly only the really high-end 20th-level stuff requires magic weapons to damage; for the most part even magical creatures are only resistant to normally weapon damage (they take half damage), not immune. The main difference in terms of magical access is this:</p><p></p><p></p><p></p><p></p><p></p><p>The 5E wizard gets twice as many spells per level as even a specialist wizard from AD&D, <em>and</em> he can pick them from any school. And he never has to roll % to learn new spells, nor does he have a maximum number of spells knowable. In short, in 5E, magical spells are commonplace, not rare and hard-to-acquire, so if you want the Vancian flavor of wizards coveting knowledge of spells--if you want players to jump for joy when they finally find a scroll with a rare spell on it like Simulacrum, or Wish, or Planar Binding--if you want wizards to power up through gaining <em>knowledge</em> instead of <em>toys</em>, 5E isn't as good at that as AD&D was. You could change it, but so far I'm just coping with it and occasionally handing out "new" spells in treasure from the Book of Lost Spells. (Well, once so far, but I expect to do so occasionally on an ongoing basis.)</p><p></p><p>I agree with you about attribute modifiers. In fact, your post has inspired me to think hard about possible ways to make raw scores important once more. I'll chew on that. <strong>Edit: </strong>there are occasional "roll under" mechanics in 5E as well. Intellect Devourers perma-stun if you fail fail an Int save and then roll over your Int on 3d6, so Int 11 is significantly better than Int 10. And of course, Str 15 lets you carry 15 pounds more than Str 14, and wear heavier armor without slowing down. After some thought, I think I'll adopt the "roll under your attribute on 3d6" for more kinds of checks, like cliff-climbing and code-breaking. It's kind of GURPS-ish but that's not a bad thing. <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=":)" /> It imposes more of a bell curve than d20 does.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6600199, member: 6787650"] Hi Blackbird, FWIW, your campaign sounds exactly like the kind of campaign I enjoy best too. 5E supports it about as well as AD&D. Slightly better, really, because there aren't so many monsters that "require +X or better weapons to hit." Aside from werewolves, mostly only the really high-end 20th-level stuff requires magic weapons to damage; for the most part even magical creatures are only resistant to normally weapon damage (they take half damage), not immune. The main difference in terms of magical access is this: The 5E wizard gets twice as many spells per level as even a specialist wizard from AD&D, [I]and[/I] he can pick them from any school. And he never has to roll % to learn new spells, nor does he have a maximum number of spells knowable. In short, in 5E, magical spells are commonplace, not rare and hard-to-acquire, so if you want the Vancian flavor of wizards coveting knowledge of spells--if you want players to jump for joy when they finally find a scroll with a rare spell on it like Simulacrum, or Wish, or Planar Binding--if you want wizards to power up through gaining [I]knowledge[/I] instead of [I]toys[/I], 5E isn't as good at that as AD&D was. You could change it, but so far I'm just coping with it and occasionally handing out "new" spells in treasure from the Book of Lost Spells. (Well, once so far, but I expect to do so occasionally on an ongoing basis.) I agree with you about attribute modifiers. In fact, your post has inspired me to think hard about possible ways to make raw scores important once more. I'll chew on that. [B]Edit: [/B]there are occasional "roll under" mechanics in 5E as well. Intellect Devourers perma-stun if you fail fail an Int save and then roll over your Int on 3d6, so Int 11 is significantly better than Int 10. And of course, Str 15 lets you carry 15 pounds more than Str 14, and wear heavier armor without slowing down. After some thought, I think I'll adopt the "roll under your attribute on 3d6" for more kinds of checks, like cliff-climbing and code-breaking. It's kind of GURPS-ish but that's not a bad thing. :) It imposes more of a bell curve than d20 does. [/QUOTE]
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