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General Tabletop Discussion
D&D Older Editions
How To Clone 4E Using 5E Rules
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<blockquote data-quote="Tony Vargas" data-source="post: 7610197" data-attributes="member: 996"><p>I think he said something more like, /one/ player of each ed, rather than an odd-man-out scenario, but my recall isn't perfect. </p><p>They took down the old L&Ls, or I'd link it for you. </p><p></p><p>It was played pretty differently at each table, as I recall! </p><p></p><p>When I say 'run 5e like 1e' I mean get the same feel, use an old module just converting on the fly, stuff like that. Not translate all the mechanics to make 5e /into/ 1e - which'd be silly: just play 1e, I still have the books, and they haven't fallen apart.</p><p></p><p> Simplicity itself. AC 10 is 10; 3 is 17, 0 is 20 etc. In theory -10 would break 5e like glass, but in practice no monster ever had that. If a monster is problematic to on-the-fly ruling, I'd just go to the trouble of looking up the current version.</p><p></p><p> You don't need to, it has no impact on the feel of play. Though, you can just use the 'gritty' short/long rest if you want to drag out the pacing.</p><p></p><p>Edit: Ok, that may need some reasoning, I realize it's quite a claim. Thing is, back in the day, you'd grind against a dungeon a bit, and then 'go back to town' to rest. Some DM's'd let you barricade yourself in a room or something and rest. You fought as much as you could, rested as much as you could /to recover spells/, sometimes in cycles, and moved on. The excruciatingly slow natural healing rates never came into it. You had your Cleric systematically cast Cure..Wounds or whatever until you were all healed up, maybe that meant 'resting' two days in a row, even, but that's as slow as it ever got. (I've seen 1e played /lots/ of ways, but /never/ the cleric-less, weeks of recuperation - barring 0 hps & a DM who enforced those rules - some people seem to think was the only way anyone ever played it.) </p><p>So, no HD and overnight healing don't break the 1e feel of 5e. They zip over something that was boring and usually moved over pretty quickly in 1e if you could manage it.</p><p></p><p> They serve the same purpose as negative hps. Down & dying. The feel isn't appreciably different.</p><p></p><p> Again, nothing to it: save mechanics are in place, the narration of failure is just different.</p><p></p><p> Memorization instead of slot casting is easy, old-school players trying 5e for the first time will do it instinctively, you have to train them not to. </p><p></p><p> Taken care of at char pregen - just don't toss any criminals who aren't Rogue(Thief) or the like into the pile for the players to choose from, for instance. </p><p></p><p> Irrelevant w/in a session. 1e didn't have a skill system, but every DM grafted in something or just used his judgement and narrated results when players did thing that, in 3e or 4e, would require a skill check. That's /exactly/ how 5e runs, by default. The players declares he'll do something, and the DM either describes how it works or fails, or calls for a check - the mechanics of the check are just consistent in the case of 5e (as they would be with a DM who consistently used on variant to resolve actions, like roll-under stat checks, for instance).</p><p></p><p> Maybe not 4e, but I did run Temple of the Frog under Essentials with pretty fair fidelity to the feel of the original.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7610197, member: 996"] I think he said something more like, /one/ player of each ed, rather than an odd-man-out scenario, but my recall isn't perfect. They took down the old L&Ls, or I'd link it for you. It was played pretty differently at each table, as I recall! When I say 'run 5e like 1e' I mean get the same feel, use an old module just converting on the fly, stuff like that. Not translate all the mechanics to make 5e /into/ 1e - which'd be silly: just play 1e, I still have the books, and they haven't fallen apart. Simplicity itself. AC 10 is 10; 3 is 17, 0 is 20 etc. In theory -10 would break 5e like glass, but in practice no monster ever had that. If a monster is problematic to on-the-fly ruling, I'd just go to the trouble of looking up the current version. You don't need to, it has no impact on the feel of play. Though, you can just use the 'gritty' short/long rest if you want to drag out the pacing. Edit: Ok, that may need some reasoning, I realize it's quite a claim. Thing is, back in the day, you'd grind against a dungeon a bit, and then 'go back to town' to rest. Some DM's'd let you barricade yourself in a room or something and rest. You fought as much as you could, rested as much as you could /to recover spells/, sometimes in cycles, and moved on. The excruciatingly slow natural healing rates never came into it. You had your Cleric systematically cast Cure..Wounds or whatever until you were all healed up, maybe that meant 'resting' two days in a row, even, but that's as slow as it ever got. (I've seen 1e played /lots/ of ways, but /never/ the cleric-less, weeks of recuperation - barring 0 hps & a DM who enforced those rules - some people seem to think was the only way anyone ever played it.) So, no HD and overnight healing don't break the 1e feel of 5e. They zip over something that was boring and usually moved over pretty quickly in 1e if you could manage it. They serve the same purpose as negative hps. Down & dying. The feel isn't appreciably different. Again, nothing to it: save mechanics are in place, the narration of failure is just different. Memorization instead of slot casting is easy, old-school players trying 5e for the first time will do it instinctively, you have to train them not to. Taken care of at char pregen - just don't toss any criminals who aren't Rogue(Thief) or the like into the pile for the players to choose from, for instance. Irrelevant w/in a session. 1e didn't have a skill system, but every DM grafted in something or just used his judgement and narrated results when players did thing that, in 3e or 4e, would require a skill check. That's /exactly/ how 5e runs, by default. The players declares he'll do something, and the DM either describes how it works or fails, or calls for a check - the mechanics of the check are just consistent in the case of 5e (as they would be with a DM who consistently used on variant to resolve actions, like roll-under stat checks, for instance). Maybe not 4e, but I did run Temple of the Frog under Essentials with pretty fair fidelity to the feel of the original. [/QUOTE]
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