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Is 5e "Easy Mode?"
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<blockquote data-quote="tetrasodium" data-source="post: 7956868" data-attributes="member: 93670"><p>They may have been SoD in ad&d (I don't remember & looking it up seems superfluous to my point). 3.5 snakes were scary in other ways from 5e snakes</p><p>[spoiler='"3.5 dangernoodles!']</p><p>[ATTACH=full]120468[/ATTACH]</p><p>[ATTACH=full]120467[/ATTACH]</p><p>[/spoiler]</p><p>That con damage made them pretty scary without resorting to save or die. for a very high con character will be around 20 give or take & likely not much higher at most. It recovers 1 point a day or 1d4 points with a prepared lesser restoration that probably won't be prepared & would certainly be a much more weighty cost than 5e because of spell prep vrs spontanious</p><p></p><p>That's a great question <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> How <em>could</em> someone think such a rule was complete and not mention that or any of the other problems I raised before printing it if there was any goal other than straight up munchkinism.</p><p></p><p></p><p>Yes, I've even posted about it <a href="https://www.enworld.org/threads/lets-talk-about-chapter-9-of-the-dmg.671123/post-7951293" target="_blank">before</a>, including <a href="https://www.enworld.org/threads/is-5e-easy-mode.671147/post-7955472" target="_blank">earlier</a> in this thread</p><ul> <li data-xf-list-type="ul"><strong>Healer's kit dependency & Slow natural healing</strong> Back with prepared vancian spell casting/slots this would be pretty significant... in 5e though it means that I've literally seen one player scold a second player for "wasting healers kit charges & hit dice" rather than letting her burn some of the spell slots & abilities that her & the paladin are about to recover. This is an attempt to bring back some thought & gravity to recovering hp & hp attrition , but at 3 pounds for 10 charges & the overly gracious encumbrance limits removing any painful choices for carrying a few heal kits. End result was hat it's just kinda pointless once you factor in the impact of spontaneous casting heal spells/slot recovery ease. I bet it works o if you have no healers in the party or you remove/somehow limit other forms of healing to interact with it like in 4e.. but in a normal party it just cranks the dial up a few notches with 5e as written.</li> <li data-xf-list-type="ul"><strong>Gritty Realism</strong>: I talked about this earlier as did many others through various threads. Not only is it a spitball of a rule, It was never developed beyond the wet cocktail napkin happy hour scribbles. It certainly doesn't help that they called it gritty realism seemingly without understanding what that is when they made this variant rule to mimic the power scale of the upper tier greek gods unless you as the gm go through a lot of work balancing the problems I previously raised with it against each other. There was also the problematic fact that seven short rests were pretty much baked into a week. Finding a god balance between the needs of long & short rest classes was difficult since forced march and other problems stemming from the party staying up for days on end is the alternative to 7 short rests per long rest. Short/long rest classes are very much not designed for that many short rests per long rest. I did not not bring up those problems because they were trivial</li> <li data-xf-list-type="ul"><strong>Epic heroism </strong>seems pretty contrary to doing anything but cranking the power up massively.</li> <li data-xf-list-type="ul"><strong>Healing Surges </strong>I've given out healing potions that burn & return 2hd+2, which is less than & more limited than the up to half hd+(con*number if hit dice spent), the intention was to make the action economy cost of taking a potion in combat more attractive, the results were that players would wait until they looked pretty similar to monty python's black knight before scarfing them down & immediately push for a short/long rest after the fight because bob was beat up so badly. Healing surges would be even more generous & quick to recover than the very generous potion allotment I gave them during that campaign. It worked fine for casters & other non-frontline types who might chug them because of a stray fireball or something eating their face, but for frontline types it was a mess<br /> [spoiler="said generosity"]<br /> [ATTACH=full]120471[/ATTACH]<br /> [/spoiler]</li> <li data-xf-list-type="ul"><strong>Lingering Injuries</strong>: I've not used it, but there was <a href="https://www.enworld.org/threads/is-5e-easy-mode.671147/post-7956797" target="_blank">some discussion</a> of similar being used in another system earlier & I've used similar in the past while running into the same kind of overly maimed problems noted there. Odds are good that I will use it at some point down the line whev we all get done with self quarantining & social distancing ourselves, but more because I tend to run eberron & eberron-like settings/campaigns and had been considering looking for a rule like that to <em>"encourage"</em> the use of prosthetics since inflicting a limb loss on a pc after a "what.. really?... are you <em>suuuure </em>that you <em>really</em> want to do <u>that</u>?" followed by what was either a crit from an npc or crit fail on the PC's part a year or two back.</li> </ul><p>Since we are drifting into things that have been tried... I have used an [spoiler="equipment decay system"][ATTACH=full]120472[/ATTACH][/spoiler] & it worked fairly well for a darksun kinda feel even if that wasn't quite what I was hoping for from it. [spoiler="Ammunition dice"][ATTACH=full]120473[/ATTACH][/spoiler] worked extremely well even for things like magic item charges. Orders of magnitude better than recharging magic items & in some ways even better than static nonreplenishing charges since players couldn't bank on how many more were left. Even things like 1d6 of slaying or +N arrows would get used rather than the traditional state of being forgotten because it was never a time desperate enough to justify using them. I've also used a slot based inventory from the <a href="https://giffyglyph.com/darkerdungeons/index.html" target="_blank">same source</a> that was simpler than stock andworked very well at putting some gravity into choices like "should we carry X or bring several extra Y?" without being too strict for characters to equip themselves.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7956868, member: 93670"] They may have been SoD in ad&d (I don't remember & looking it up seems superfluous to my point). 3.5 snakes were scary in other ways from 5e snakes [spoiler='"3.5 dangernoodles!'] [ATTACH type="full" alt="1586025242467.png"]120468[/ATTACH] [ATTACH type="full" alt="1586025144985.png"]120467[/ATTACH] [/spoiler] That con damage made them pretty scary without resorting to save or die. for a very high con character will be around 20 give or take & likely not much higher at most. It recovers 1 point a day or 1d4 points with a prepared lesser restoration that probably won't be prepared & would certainly be a much more weighty cost than 5e because of spell prep vrs spontanious That's a great question :D How [I]could[/I] someone think such a rule was complete and not mention that or any of the other problems I raised before printing it if there was any goal other than straight up munchkinism. Yes, I've even posted about it [URL='https://www.enworld.org/threads/lets-talk-about-chapter-9-of-the-dmg.671123/post-7951293']before[/URL], including [URL='https://www.enworld.org/threads/is-5e-easy-mode.671147/post-7955472']earlier[/URL] in this thread [LIST] [*][B]Healer's kit dependency & Slow natural healing[/B] Back with prepared vancian spell casting/slots this would be pretty significant... in 5e though it means that I've literally seen one player scold a second player for "wasting healers kit charges & hit dice" rather than letting her burn some of the spell slots & abilities that her & the paladin are about to recover. This is an attempt to bring back some thought & gravity to recovering hp & hp attrition , but at 3 pounds for 10 charges & the overly gracious encumbrance limits removing any painful choices for carrying a few heal kits. End result was hat it's just kinda pointless once you factor in the impact of spontaneous casting heal spells/slot recovery ease. I bet it works o if you have no healers in the party or you remove/somehow limit other forms of healing to interact with it like in 4e.. but in a normal party it just cranks the dial up a few notches with 5e as written. [*][B]Gritty Realism[/B]: I talked about this earlier as did many others through various threads. Not only is it a spitball of a rule, It was never developed beyond the wet cocktail napkin happy hour scribbles. It certainly doesn't help that they called it gritty realism seemingly without understanding what that is when they made this variant rule to mimic the power scale of the upper tier greek gods unless you as the gm go through a lot of work balancing the problems I previously raised with it against each other. There was also the problematic fact that seven short rests were pretty much baked into a week. Finding a god balance between the needs of long & short rest classes was difficult since forced march and other problems stemming from the party staying up for days on end is the alternative to 7 short rests per long rest. Short/long rest classes are very much not designed for that many short rests per long rest. I did not not bring up those problems because they were trivial [*][B]Epic heroism [/B]seems pretty contrary to doing anything but cranking the power up massively. [*][B]Healing Surges [/B]I've given out healing potions that burn & return 2hd+2, which is less than & more limited than the up to half hd+(con*number if hit dice spent), the intention was to make the action economy cost of taking a potion in combat more attractive, the results were that players would wait until they looked pretty similar to monty python's black knight before scarfing them down & immediately push for a short/long rest after the fight because bob was beat up so badly. Healing surges would be even more generous & quick to recover than the very generous potion allotment I gave them during that campaign. It worked fine for casters & other non-frontline types who might chug them because of a stray fireball or something eating their face, but for frontline types it was a mess [spoiler="said generosity"] [ATTACH type="full"]120471[/ATTACH] [/spoiler] [*][B]Lingering Injuries[/B]: I've not used it, but there was [URL='https://www.enworld.org/threads/is-5e-easy-mode.671147/post-7956797']some discussion[/URL] of similar being used in another system earlier & I've used similar in the past while running into the same kind of overly maimed problems noted there. Odds are good that I will use it at some point down the line whev we all get done with self quarantining & social distancing ourselves, but more because I tend to run eberron & eberron-like settings/campaigns and had been considering looking for a rule like that to [I]"encourage"[/I] the use of prosthetics since inflicting a limb loss on a pc after a "what.. really?... are you [I]suuuure [/I]that you [I]really[/I] want to do [U]that[/U]?" followed by what was either a crit from an npc or crit fail on the PC's part a year or two back. [/LIST] Since we are drifting into things that have been tried... I have used an [spoiler="equipment decay system"][ATTACH type="full"]120472[/ATTACH][/spoiler] & it worked fairly well for a darksun kinda feel even if that wasn't quite what I was hoping for from it. [spoiler="Ammunition dice"][ATTACH type="full"]120473[/ATTACH][/spoiler] worked extremely well even for things like magic item charges. Orders of magnitude better than recharging magic items & in some ways even better than static nonreplenishing charges since players couldn't bank on how many more were left. Even things like 1d6 of slaying or +N arrows would get used rather than the traditional state of being forgotten because it was never a time desperate enough to justify using them. I've also used a slot based inventory from the [URL='https://giffyglyph.com/darkerdungeons/index.html']same source[/URL] that was simpler than stock andworked very well at putting some gravity into choices like "should we carry X or bring several extra Y?" without being too strict for characters to equip themselves. [/QUOTE]
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