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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: 7273470" data-attributes="member: 13898"><p>Good comments. I do acknowledge the word of the designers, one has to; they gave us this AMAZING game to play and talk about! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>However, I’m still of the opinion that DPR is the larger issue, since with the right set of cantrips, you can always find one that will do what you need, and outpace a 1st or 2nd level slot (at high; 17+ level). Yes, you could always save all your low level spells for non-damaging utility spells, but why should it be that way? (and it wasn’t so in any other edition; especially the older ones where even a low level magic missile cast by a 9th level wizard hurt for 5 missiles). </p><p></p><p>I agree its by no means a black and white issue. It’s just what I’ve observed in my higher level games, and the houserules I presented greatly improved my games. The interactions between the variants add a bit of complexity whose result was to make all the classes that much more balanced and feeling roughly equal against mixed mobs of bad guys (as the below examples):</p><p></p><p>*Fighters felt awesome with critical hits, cleaving down mooks, and being bad-ass and scary crippling opponents</p><p>*Barbarians cleaved thru mooks, one-shot killing NPCs with big crits and massive damage, and being tough to bring down</p><p>*Monks and rogues positioned to attack anyone trying to get out of flanking positions with Mark DMG attack option, and rogues with poison frightened enemies with assassin style tactics</p><p>*Spellcasters got more use out of their lower level spells, and could last longer before needing to rest (making the players quite happy)</p><p>*Magic Resistant creatures put the hurt on spellcasters regardless of what spells they cast against them, while Damage Resistant creatures made all the more tough against opponent not having the right weapon to combat their foe…all making combat last a little longer, and be that much more deadly (like the older editions).</p><p></p><p>It’s all worked well in games I’ve run, and given that “old school” feel with the new hotness of 5e.</p></blockquote><p></p>
[QUOTE="Your Immortal DM, post: 7273470, member: 13898"] Good comments. I do acknowledge the word of the designers, one has to; they gave us this AMAZING game to play and talk about! :cool: However, I’m still of the opinion that DPR is the larger issue, since with the right set of cantrips, you can always find one that will do what you need, and outpace a 1st or 2nd level slot (at high; 17+ level). Yes, you could always save all your low level spells for non-damaging utility spells, but why should it be that way? (and it wasn’t so in any other edition; especially the older ones where even a low level magic missile cast by a 9th level wizard hurt for 5 missiles). I agree its by no means a black and white issue. It’s just what I’ve observed in my higher level games, and the houserules I presented greatly improved my games. The interactions between the variants add a bit of complexity whose result was to make all the classes that much more balanced and feeling roughly equal against mixed mobs of bad guys (as the below examples): *Fighters felt awesome with critical hits, cleaving down mooks, and being bad-ass and scary crippling opponents *Barbarians cleaved thru mooks, one-shot killing NPCs with big crits and massive damage, and being tough to bring down *Monks and rogues positioned to attack anyone trying to get out of flanking positions with Mark DMG attack option, and rogues with poison frightened enemies with assassin style tactics *Spellcasters got more use out of their lower level spells, and could last longer before needing to rest (making the players quite happy) *Magic Resistant creatures put the hurt on spellcasters regardless of what spells they cast against them, while Damage Resistant creatures made all the more tough against opponent not having the right weapon to combat their foe…all making combat last a little longer, and be that much more deadly (like the older editions). It’s all worked well in games I’ve run, and given that “old school” feel with the new hotness of 5e. [/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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