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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Houserules to make 5e like 1e or 2e (things I've used for the past year) -thoughts?
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<blockquote data-quote="Your Immortal DM" data-source="post: 7273444" data-attributes="member: 13898"><p>I agree. 5e is more like 1e or 2e than 3e or 4e by a long shot. That is what inspired me to go back to the “good old days” while retaining the reduced lethality, and fun elements of 5e (like feats, attack options, class features, etc.)</p><p></p><p>High level play is very very common in games I run, in fact I regularly DM above 10th level than below 10th. I found high level melee to very much overshadow spellcasters in many ways, unless they focused on ‘save or suck’ spells with absolute effects on a single failed save (i.e. <em>polymorph, hold person </em>or <em>hold monster, magic jar, forcecage, antilife shell </em>+ ranged attacks, <em>maze, true polymorph</em>, poison that makes you unconscious, etc. etc.). The spellcasters could sort of shine with AoE’s against some, but were largely less at higher level when monsters had legendary resistance, various other resistances, while melee would get hasted, attack multiple times with advantage, do big crits, and largely steal the show. Again, this is what I saw occurring in my games. YMMV</p><p></p><p>Legendary mobs are immune to vorpal (a legendary weapon), so why not a sword of sharpness (a very rare weapon)? Instead of insta-kill, it’s a less powerful less rare magic item that maims instead of kills. Seems to fit, in my opinion. </p><p></p><p>I’ve found Lasting Injury to be fairly infrequent. It requires being dropped to zero and failing death saves, or failing a save from a called shot, or getting critically hit by a fighter type NPC…so over the course of the past 6 levels in my current campaign, I’ve only had 1 PC get a bad scar and need a regenerate spell. And it was removed within two levels, by going to a major city and making a sizable donation, completing a quest/module element (along with good roleplaying). So I don’t think its as crippling as you make it out to be. Also, adventuring SHOULD be dangerous and risk life and limb from time to time. Without Lasting Injury, how does one get a missing limb in 5? I found you never did and the power of <em>regenerate </em>greatly reduced (which kind of bothered me). </p><p></p><p>The Lasting Injury with death save makes PCs much more careful about being reduced to zero as it’s scary (the point), and not just think it’s a minor inconvienince until the cleric gets around to casting a cure spell (and the PC right back into the fight). It makes PCs be more careful (like people might be in real life). So it’s proved to be quite useful in games I run.</p><p></p><p>I also agree with what you said as a DM. I’m always rooting for the players to win…but win by the hair of their chiny chin chin, and scrape by on truly difficult encounters. It makes the reward and victory all that much sweeter. Dice and random RNG used to play a lot bigger effect; now with inspiration, players clever actions to get advantage, etc. it’s much more player controlled risk, and less dangerous overall play in 5e (or so has been my experience). It’s also damn hard to actually DIE. You can take 100 damage in one hit when your hp is 51 or more, and all you get is down for some death saves, with up the next round on one cure + a force fed healing potion (and your back in the fight). That would have been death in 1e or 2e. </p><p></p><p>It does mean I don’t have to pull any punches in 5e (which I like thou), so that, I feel, is a good thing.</p></blockquote><p></p>
[QUOTE="Your Immortal DM, post: 7273444, member: 13898"] I agree. 5e is more like 1e or 2e than 3e or 4e by a long shot. That is what inspired me to go back to the “good old days” while retaining the reduced lethality, and fun elements of 5e (like feats, attack options, class features, etc.) High level play is very very common in games I run, in fact I regularly DM above 10th level than below 10th. I found high level melee to very much overshadow spellcasters in many ways, unless they focused on ‘save or suck’ spells with absolute effects on a single failed save (i.e. [I]polymorph, hold person [/I]or [I]hold monster, magic jar, forcecage, antilife shell [/I]+ ranged attacks, [I]maze, true polymorph[/I], poison that makes you unconscious, etc. etc.). The spellcasters could sort of shine with AoE’s against some, but were largely less at higher level when monsters had legendary resistance, various other resistances, while melee would get hasted, attack multiple times with advantage, do big crits, and largely steal the show. Again, this is what I saw occurring in my games. YMMV Legendary mobs are immune to vorpal (a legendary weapon), so why not a sword of sharpness (a very rare weapon)? Instead of insta-kill, it’s a less powerful less rare magic item that maims instead of kills. Seems to fit, in my opinion. I’ve found Lasting Injury to be fairly infrequent. It requires being dropped to zero and failing death saves, or failing a save from a called shot, or getting critically hit by a fighter type NPC…so over the course of the past 6 levels in my current campaign, I’ve only had 1 PC get a bad scar and need a regenerate spell. And it was removed within two levels, by going to a major city and making a sizable donation, completing a quest/module element (along with good roleplaying). So I don’t think its as crippling as you make it out to be. Also, adventuring SHOULD be dangerous and risk life and limb from time to time. Without Lasting Injury, how does one get a missing limb in 5? I found you never did and the power of [I]regenerate [/I]greatly reduced (which kind of bothered me). The Lasting Injury with death save makes PCs much more careful about being reduced to zero as it’s scary (the point), and not just think it’s a minor inconvienince until the cleric gets around to casting a cure spell (and the PC right back into the fight). It makes PCs be more careful (like people might be in real life). So it’s proved to be quite useful in games I run. I also agree with what you said as a DM. I’m always rooting for the players to win…but win by the hair of their chiny chin chin, and scrape by on truly difficult encounters. It makes the reward and victory all that much sweeter. Dice and random RNG used to play a lot bigger effect; now with inspiration, players clever actions to get advantage, etc. it’s much more player controlled risk, and less dangerous overall play in 5e (or so has been my experience). It’s also damn hard to actually DIE. You can take 100 damage in one hit when your hp is 51 or more, and all you get is down for some death saves, with up the next round on one cure + a force fed healing potion (and your back in the fight). That would have been death in 1e or 2e. It does mean I don’t have to pull any punches in 5e (which I like thou), so that, I feel, is a good thing. [/QUOTE]
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Houserules to make 5e like 1e or 2e (things I've used for the past year) -thoughts?
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