Ovinomancer
No flips for you!
No idea really. I can only speak relative to the games I've played: 1e/ BECMI; 4e, 5e, and Call of Cthulhu.
However, what I guess is that is a forgiving system. You can change a lot of things without breaking it. Is that true of other games? I don't know. I do know from experience it was easier to hack for me than the other games I've played in the past 30 years.
- 4e is a very strict / rigid system (like PF2) that wants to have everything in a particular place. It was more difficult for me to design hacks for that structure (though we didn't need to many in 4e).
- Call of Cthulhu (I had 4th edition I believe), well I didn't even try. It just seemed all to obtuse.
- 1e was very hackable, but it all felt so haphazard and unknowable. I did a lot of hacking back in 1e (20+ pages), but it felt like a chore compared to 5e.
Pulling these both in for reference.Speaking for myself: 5e is robust in that you can make these kinds of changes without breaking the system. The small mods and limited number of active effects means you don't need to worry about too many synergies the way you would with a game like Pathfinder (either) or 4e. Adding a new condition that can grant a +1 in PF2 is a big deal and should be done with caution, because of how it impacts critical hits and therefore crit effects. Giving everyone a +1d6 in 5e is fine and won't break anything, because you'll just hit more.
@dave2008, are you using the pacing and encounter building rules for 5e unchanged, or did your hacks require you to also hack that system? I ask because while your hacks look simple, I can see a host of downstream other things that need to change to make these work well. I think that we all quite often underestimate the level of actual work that goes into a change in play because we're doing it and it seems like running the game to us, but there's often a number of things that change and require constant tweaking on the backside to maintain hacks. D&D has, largely, instructed us that this is normal, but it's not. It's literally the overhead that exists and that is ignored. D&D in general has a massive overhead for the GM to manage the game. So moving bits around doesn't really feel like that much more work than the massive work already done and gets ignored/assumed to be normal.
Also, the way 4e enabled hacking was to make sure every systems was clear and in the open -- you knew what and how it did what it did. It was still a tightly constrained game, yes, and patching out AEDU was a major undertaking (Essentials did it, though) if that's what bothered you. Kinda like bounded accuracy would be lots of work to remove from 5e. 5e, though, buries a lot of the assumptions of the game and doesn't call them out. Resting, for instance, is so deeply rooted in the encounter assumptions, and that also feeds into recovery types and class abilities, and so on. This is why touching resting never quite works out with a lot of work. And, honestly, your hack of resting is a major departure from 5e core such that encounter balance has to change and resting cycles have to change. I expect that's a large part of the HD class ability recovery system you have -- did this emerge through play as a patch or did you start there?