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Deconstructing 5e: Typical Wealth by Level
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<blockquote data-quote="doctorbadwolf" data-source="post: 7594321" data-attributes="member: 6704184"><p>Most of my suggestions do not require downtime. </p><p></p><p>anyway, I’m fine with a very optional table of item costs by utility, with level values at which it’s a good idea to open up availability for them, but I’m glad it isn’t part of the core. </p><p></p><p></p><p></p><p></p><p>I doubt it. Two of the biggest lessons of 4e are solved by 5e’s math. Applying that to 4e would be laborious, otherwise I’d have done it several years ago. You can work up some tables and run 4e monsters in 5e, but actually making all the options work, deciding what non-translatable options deserve a total overhaul and which just get canned, etc, is an enormous hypothetical undertaking. You’d have to rebuild the entire game. Every single element. </p><p></p><p>OTOH, porting 4e’s magic item assumptions, and making subclasses and alternate class features to allow every class to be played more like a Battle Master fighter or spellcaster, is the work of a fairly small DMsGuild product. Probably 15 subclasses roughly the size of the BM fighter, 1 new class, a handful of feats, and a couple charts for items. Put an Advance Bestiary in the back, with tactical templates for running skirmishers, brutes, skulkers, artillery, leaders, solos, minions, and elite versions of each, or keep it simple with new monster traits and advice on how to apply them and what to expect in terms of encounter CR.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7594321, member: 6704184"] Most of my suggestions do not require downtime. anyway, I’m fine with a very optional table of item costs by utility, with level values at which it’s a good idea to open up availability for them, but I’m glad it isn’t part of the core. I doubt it. Two of the biggest lessons of 4e are solved by 5e’s math. Applying that to 4e would be laborious, otherwise I’d have done it several years ago. You can work up some tables and run 4e monsters in 5e, but actually making all the options work, deciding what non-translatable options deserve a total overhaul and which just get canned, etc, is an enormous hypothetical undertaking. You’d have to rebuild the entire game. Every single element. OTOH, porting 4e’s magic item assumptions, and making subclasses and alternate class features to allow every class to be played more like a Battle Master fighter or spellcaster, is the work of a fairly small DMsGuild product. Probably 15 subclasses roughly the size of the BM fighter, 1 new class, a handful of feats, and a couple charts for items. Put an Advance Bestiary in the back, with tactical templates for running skirmishers, brutes, skulkers, artillery, leaders, solos, minions, and elite versions of each, or keep it simple with new monster traits and advice on how to apply them and what to expect in terms of encounter CR. [/QUOTE]
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