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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="tetrasodium" data-source="post: 7926306" data-attributes="member: 93670"><p>On your first point, That's why I liked eberron's addition of byeshek & flametouched iron. Byeshk let you overcome the dr on "daelkyr"(basically aberrations) & flaemtouched iron counted as good(so undead, fiends, etc) without the alignment needs of holy/lawful/chaotic weapons so if you carried a bludgeoning, a slashing & piercing weapon with one of them being flametouched iron ad another byeshek you were probably good against everything but damage specific stuff like skeleton & zombie had even if those metals weren't your +3 icy burst greatsword named glacier's edge. I don't remember a lot of fey players were likely to battle & ctrl-f in the 3.5 mm only lists a handful of goodish low level types.</p><p></p><p>things like level drain /ability damage/etc weren't so much rendered moot by having the right spell prepared because greater restoration was something a level thirteen cleric could cast <em>once</em>, while lesser spells like lesser restoration only helped recover faster than 1 point per day. That also certainly had nothing to do with the fact that con & other ability damage was hitting a pool of what was likely to be ~10-20something with d6 damage as opposed to a much larger pool of 60-80+ hitpoints. If multiple people wound up with ability score damage that's going to be a big hit to the group & not something you could just solve by getting a single good night's sleep. Take the wraith though, switching from ability score damage to hp reduction that goes away after a good nap was only part of what changed since the 5e wraith is no longer ignoring armor & takes a 14 to hit off the rack plate+shield making it harder to get and trivial to remove</p><p></p><p>On the wanting wizard more powerful point, I think you are probably misinterpreting some stuff said elsewhere or reading in some of your own biases as implied with things not said. Switching from prepared vancian to spontaneous casting absolutely changed the cost of many mitigating spells, keeping all spell slots recovered after a good night's sleep while simultaneously changing it so you recover all hp after that sleep threw off the balance in other areas though & shifted the cost of using those mitigating spells to near zero. Getting away from subjective things like meaningful dr, ability damage, incorporeal traits & so on... look at how that affects healer's kit dependency & slow natural healing from dmg 266 & 267.</p><p>[spoiler][ATTACH=full]118717[/ATTACH]</p><p>[ATTACH=full]118718[/ATTACH][/spoiler]</p><p>Those are unquestionably written for a gm who wants to make it nontrivial to recover from combat so the discussion should be purely objective. In theory you can't spend hit dice on short rests & need to use a healer's kit (hope you have enough for everyone!) so it <em>should</em> be pretty effective... but it's quite the opposite. Unlike in the past where the healer types might prepare X number of this that or the other healing spells they only need to prepare a healing spell & can use as many or as few spells as needed. Between a paladin & divine soul scorlock my ravenloft campaign using both of those was barely even affected when they got pulled through the mist around level 5 & subject to them. There was no change in play whatsoever </p><p></p><p>Yes there is the gritty realism dial</p><p>[spoiler][ATTACH=full]118716[/ATTACH][/spoiler]</p><p>but that dial causes even larger problems unrelated to the ones it can have on campaign flow & pacing that others noted earlier. First is the problems trying to balance the needs of short rest & long rest classes, but also look at how many magic items recharge daily rather than by rest. So now by attempting to slow down the game you've ensured that those items are pretty much guaranteed to completely refill on every long rest allowing them to be pretty spammable & managed to <em>dramatically</em> raise the power level by slowing down long rests. </p><p></p><p><strong>Some</strong> of these problems created by spontaneous casting as the norm could have been fixed by using things like the spell slot recovery rate from ad&d(?) where it took a number of days(hours?) times the level of spell slot you were preparing a spell for with each spell/spell slot; but doing that would run back into gritty realism's problems & possibly create problems of its own. Healer's kit dependency suddenly looks a lot more impactful when everyone with a cure spell & unused spellslots is hesitant to start a rest with the words "I've got xyz spell slots unused who needs healing" because that 111122 s slot burn is going to take 8 hours, 8 days, or whatever & still won't even touch the spell slots they burned being a $class so better stock up on healing kits.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7926306, member: 93670"] On your first point, That's why I liked eberron's addition of byeshek & flametouched iron. Byeshk let you overcome the dr on "daelkyr"(basically aberrations) & flaemtouched iron counted as good(so undead, fiends, etc) without the alignment needs of holy/lawful/chaotic weapons so if you carried a bludgeoning, a slashing & piercing weapon with one of them being flametouched iron ad another byeshek you were probably good against everything but damage specific stuff like skeleton & zombie had even if those metals weren't your +3 icy burst greatsword named glacier's edge. I don't remember a lot of fey players were likely to battle & ctrl-f in the 3.5 mm only lists a handful of goodish low level types. things like level drain /ability damage/etc weren't so much rendered moot by having the right spell prepared because greater restoration was something a level thirteen cleric could cast [I]once[/I], while lesser spells like lesser restoration only helped recover faster than 1 point per day. That also certainly had nothing to do with the fact that con & other ability damage was hitting a pool of what was likely to be ~10-20something with d6 damage as opposed to a much larger pool of 60-80+ hitpoints. If multiple people wound up with ability score damage that's going to be a big hit to the group & not something you could just solve by getting a single good night's sleep. Take the wraith though, switching from ability score damage to hp reduction that goes away after a good nap was only part of what changed since the 5e wraith is no longer ignoring armor & takes a 14 to hit off the rack plate+shield making it harder to get and trivial to remove On the wanting wizard more powerful point, I think you are probably misinterpreting some stuff said elsewhere or reading in some of your own biases as implied with things not said. Switching from prepared vancian to spontaneous casting absolutely changed the cost of many mitigating spells, keeping all spell slots recovered after a good night's sleep while simultaneously changing it so you recover all hp after that sleep threw off the balance in other areas though & shifted the cost of using those mitigating spells to near zero. Getting away from subjective things like meaningful dr, ability damage, incorporeal traits & so on... look at how that affects healer's kit dependency & slow natural healing from dmg 266 & 267. [spoiler][ATTACH type="full"]118717[/ATTACH] [ATTACH type="full"]118718[/ATTACH][/spoiler] Those are unquestionably written for a gm who wants to make it nontrivial to recover from combat so the discussion should be purely objective. In theory you can't spend hit dice on short rests & need to use a healer's kit (hope you have enough for everyone!) so it [I]should[/I] be pretty effective... but it's quite the opposite. Unlike in the past where the healer types might prepare X number of this that or the other healing spells they only need to prepare a healing spell & can use as many or as few spells as needed. Between a paladin & divine soul scorlock my ravenloft campaign using both of those was barely even affected when they got pulled through the mist around level 5 & subject to them. There was no change in play whatsoever Yes there is the gritty realism dial [spoiler][ATTACH type="full"]118716[/ATTACH][/spoiler] but that dial causes even larger problems unrelated to the ones it can have on campaign flow & pacing that others noted earlier. First is the problems trying to balance the needs of short rest & long rest classes, but also look at how many magic items recharge daily rather than by rest. So now by attempting to slow down the game you've ensured that those items are pretty much guaranteed to completely refill on every long rest allowing them to be pretty spammable & managed to [I]dramatically[/I] raise the power level by slowing down long rests. [B]Some[/B] of these problems created by spontaneous casting as the norm could have been fixed by using things like the spell slot recovery rate from ad&d(?) where it took a number of days(hours?) times the level of spell slot you were preparing a spell for with each spell/spell slot; but doing that would run back into gritty realism's problems & possibly create problems of its own. Healer's kit dependency suddenly looks a lot more impactful when everyone with a cure spell & unused spellslots is hesitant to start a rest with the words "I've got xyz spell slots unused who needs healing" because that 111122 s slot burn is going to take 8 hours, 8 days, or whatever & still won't even touch the spell slots they burned being a $class so better stock up on healing kits. [/QUOTE]
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