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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: 7273452" data-attributes="member: 13898"><p>I agree; I think the cantrip thing (vs. 1st level spells and damage) is a miss, and it’s the difference between high level and low level play. 5e isn’t designed around high level play, or so I’ve found.</p><p></p><p>I agree; casters are still weaker (and used to be weaker) at lower levels, and gain real strength, potentially surpassing other types at higher level (and very true about the older editions). The varied imbalances will always exist at higher level, when spellcasters have things like <em>time stop, power word heal, mass heal, wish</em>, etc. But most of that is mitigated against legendary mobs with legendary resistance (at least for 2-3 rounds; during which they can typically dish out quite a bit). </p><p></p><p>I like your ideas on spell scaling DC, and magic resistance; but I was going for a simpler approach. I was also looking back to the older editions for inspiration. A 1st level spell was the same as a 9th level spell back in 1e or 2e (for save DC), and PCs saves got better over the levels. But I do like the skill and attribute of the spellcaster to play some roll in the save (like proficiency and key ability modifier). So I thought my approach good in 5e, and was the simplest way to do that scaling spellcasters the way 5e intended.</p><p></p><p>As for magic resistance; I considered several ways to get the “all or nothing” percentage that was once magic resistance; but then I recall the designers going for simplicity and fast play. That just adds another die roll. </p><p>When I saw things like archmage NPC magic resistance trait and the abjurer spell resistance; I felt the easiest way to do that was to use that approach more universally and cut down on die rolls. Just apply resistance or half effect or resistance (akin to the spell ‘half’ failing; since most magic resistance was around 50% and scaled up/down based on caster level and monster HD in 1e and 2e). It was simple, and elegant, and accomplished the goal without changing the 5e system too much (any moreso than the archmage NPC trait or the abjurer class feature; i.e. keeping a mechanic that I knew was already in 5e and balanced for 5e). </p><p></p><p>As for the rest, I’d love to hear more feedback.</p></blockquote><p></p>
[QUOTE="Your Immortal DM, post: 7273452, member: 13898"] I agree; I think the cantrip thing (vs. 1st level spells and damage) is a miss, and it’s the difference between high level and low level play. 5e isn’t designed around high level play, or so I’ve found. I agree; casters are still weaker (and used to be weaker) at lower levels, and gain real strength, potentially surpassing other types at higher level (and very true about the older editions). The varied imbalances will always exist at higher level, when spellcasters have things like [I]time stop, power word heal, mass heal, wish[/I], etc. But most of that is mitigated against legendary mobs with legendary resistance (at least for 2-3 rounds; during which they can typically dish out quite a bit). I like your ideas on spell scaling DC, and magic resistance; but I was going for a simpler approach. I was also looking back to the older editions for inspiration. A 1st level spell was the same as a 9th level spell back in 1e or 2e (for save DC), and PCs saves got better over the levels. But I do like the skill and attribute of the spellcaster to play some roll in the save (like proficiency and key ability modifier). So I thought my approach good in 5e, and was the simplest way to do that scaling spellcasters the way 5e intended. As for magic resistance; I considered several ways to get the “all or nothing” percentage that was once magic resistance; but then I recall the designers going for simplicity and fast play. That just adds another die roll. When I saw things like archmage NPC magic resistance trait and the abjurer spell resistance; I felt the easiest way to do that was to use that approach more universally and cut down on die rolls. Just apply resistance or half effect or resistance (akin to the spell ‘half’ failing; since most magic resistance was around 50% and scaled up/down based on caster level and monster HD in 1e and 2e). It was simple, and elegant, and accomplished the goal without changing the 5e system too much (any moreso than the archmage NPC trait or the abjurer class feature; i.e. keeping a mechanic that I knew was already in 5e and balanced for 5e). As for the rest, I’d love to hear more feedback. [/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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