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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Disguising 4e as 5e/5.5e
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<blockquote data-quote="timbannock" data-source="post: 9418146" data-attributes="member: 17913"><p>Don't lie about what you're playing.</p><p></p><p>But if you want the closest to 4E that 5E can get, use the following:</p><ul> <li data-xf-list-type="ul"><em><em>Level Up Adventurer's Guide</em></em></li> <li data-xf-list-type="ul"><em>Tome of Heroes</em> (Kobold Press)</li> <li data-xf-list-type="ul"><em><em>Flee Mortals</em></em></li> <li data-xf-list-type="ul">4E <em>DMG 1</em> and <em>DMG 2</em> (primarily for Skill Challenge ideas and terrain effects)</li> <li data-xf-list-type="ul">Make up magic items as-needed, using 4E items for inspiration but 5E for mechanics (i.e. advantage instead of bonuses, etc.)</li> <li data-xf-list-type="ul">A battle map or VTT</li> </ul><p>As the DM, you could honestly get away with ignoring/not caring about what the players use for their races/classes, but I still recommend making it clear <em>Tome of Heroes</em> is in play, because that gives you some great <strong>equipment</strong> and most importantly <strong>weapon maneuvers</strong>.</p><p></p><p>Finally, run characters from about levels 3 or 5 to about 10 or 12, and then just give them some means of picking up higher level class abilities via some in-world mechanism of advancement, or via magic items, or some other means other than leveling up. After about 12 (maybe 15 tops), additional hit points and ability score bumps and all of that are just pointless other than for bloat, and by being able to curate what higher-level stuff they can access, you and they can have a little more opportunity for customization without having to go all-in on all the high-level spells and abilities that are just bloated and complex.</p><p></p><p>In other words, after about level 12, you and they have a conversation about what other stuff they get (and how they get it), rather than following the linear level progression and getting the exact abilities they would pick up past those levels.</p></blockquote><p></p>
[QUOTE="timbannock, post: 9418146, member: 17913"] Don't lie about what you're playing. But if you want the closest to 4E that 5E can get, use the following: [LIST] [*][I][I]Level Up Adventurer's Guide[/I][/I] [*][I]Tome of Heroes[/I] (Kobold Press) [*][I][I]Flee Mortals[/I][/I] [*]4E [I]DMG 1[/I] and [I]DMG 2[/I] (primarily for Skill Challenge ideas and terrain effects) [*]Make up magic items as-needed, using 4E items for inspiration but 5E for mechanics (i.e. advantage instead of bonuses, etc.) [*]A battle map or VTT [/LIST] As the DM, you could honestly get away with ignoring/not caring about what the players use for their races/classes, but I still recommend making it clear [I]Tome of Heroes[/I] is in play, because that gives you some great [B]equipment[/B] and most importantly [B]weapon maneuvers[/B]. Finally, run characters from about levels 3 or 5 to about 10 or 12, and then just give them some means of picking up higher level class abilities via some in-world mechanism of advancement, or via magic items, or some other means other than leveling up. After about 12 (maybe 15 tops), additional hit points and ability score bumps and all of that are just pointless other than for bloat, and by being able to curate what higher-level stuff they can access, you and they can have a little more opportunity for customization without having to go all-in on all the high-level spells and abilities that are just bloated and complex. In other words, after about level 12, you and they have a conversation about what other stuff they get (and how they get it), rather than following the linear level progression and getting the exact abilities they would pick up past those levels. [/QUOTE]
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