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General Tabletop Discussion
*Dungeons & Dragons
House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="Ovinomancer" data-source="post: 7560072" data-attributes="member: 16814"><p>As Blue suggested, you should play the game as written a bit before jumping in to rewrite big pieces of the foundations. 5e does NOT run or play like 3e, and only loosely like 2e. Trying to get a 3e feel out of 5e is a bad take -- just play 3e.</p><p></p><p>That said:</p><p></p><p>1. I think your concern that ability scores switch from descriptive to mechanical is a tad overblown. The mechanical effects tie directly into the descriptive effects. ASIs, as many have said, you can jettison, but they aren't the boogeyman you've imagined (I've never seen or heard of the negative examples you've presented actually occurring.) Still, just skipping them (and feats) will not affect your game very much at all until higher tiers, and there minorly.</p><p></p><p>2. HP. This is a big point of contention. The reason it's designed this way is to eliminate the need for a cleric to just be a primary healbot, and to remove the strange hp economy that occurred in older editions -- sure, you didn't heal quickly on your own, but it was trivial once the CLW wands showed up. 5e jettisons the need for the workaround to arrive at the same point -- if you take a long rest you're fully healed. In 3e/2e it was clerics using most of their slots to heal and/or burning through CLW wand charges, but you got to the same place. 5e does it so that you're not needlessly tracking CLW wands as a tax and so clerics can to nifty things other than hold slots for healing. I'd recommend actually looking at how you really played -- how often was natural healing a real factor in your games past low levels, and what costs in overhead did that consume? Then ask if the problem is that you're having narrative trouble with non-magic wand healing instead of full hitpoints. Then, you can work on a better narration of the hp gain rather than assume the problem is the mechanics.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7560072, member: 16814"] As Blue suggested, you should play the game as written a bit before jumping in to rewrite big pieces of the foundations. 5e does NOT run or play like 3e, and only loosely like 2e. Trying to get a 3e feel out of 5e is a bad take -- just play 3e. That said: 1. I think your concern that ability scores switch from descriptive to mechanical is a tad overblown. The mechanical effects tie directly into the descriptive effects. ASIs, as many have said, you can jettison, but they aren't the boogeyman you've imagined (I've never seen or heard of the negative examples you've presented actually occurring.) Still, just skipping them (and feats) will not affect your game very much at all until higher tiers, and there minorly. 2. HP. This is a big point of contention. The reason it's designed this way is to eliminate the need for a cleric to just be a primary healbot, and to remove the strange hp economy that occurred in older editions -- sure, you didn't heal quickly on your own, but it was trivial once the CLW wands showed up. 5e jettisons the need for the workaround to arrive at the same point -- if you take a long rest you're fully healed. In 3e/2e it was clerics using most of their slots to heal and/or burning through CLW wand charges, but you got to the same place. 5e does it so that you're not needlessly tracking CLW wands as a tax and so clerics can to nifty things other than hold slots for healing. I'd recommend actually looking at how you really played -- how often was natural healing a real factor in your games past low levels, and what costs in overhead did that consume? Then ask if the problem is that you're having narrative trouble with non-magic wand healing instead of full hitpoints. Then, you can work on a better narration of the hp gain rather than assume the problem is the mechanics. [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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