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Let's Talk About How to "Fix" D&D
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<blockquote data-quote="Don Durito" data-source="post: 8197728" data-attributes="member: 6687260"><p>I sometimes wonder what 5e would look like if both cantrips and hit dice recovery were removed.</p><p></p><p>For one, it would pull back the feel of the game to something that matches the earlier editions. Hit points and spell points would both be a more precious resource. Right now it feels like it takes a long time for players to learn that they can't just run in and hit everything with an axe. It would also bring back the resource management to something that feels more in line with the length of sessions, and therefore more satisying. I find actually draining pcs to the point where there is a threat takes 2 to 3 sessions of game time - and that's just too much. I'm not sure how class balance would be impacted though.</p><p></p><p>I ran a homebrewed adventure for 5e recently that I'd previously run in an OSR version of the game. In the OSR game the players avoided the vast majority of the fights, and ran a mile when they figured out from hints that there was a beholder in the other tower.</p><p></p><p>In 5e the players just fought everything (because they could). They figured out much earlier that there was a beholder present, but instead rushed in to fight. It was only when one of the PCs died from a death ray, that they figured out that actually they may be a bit out of their depth and should consider running.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8197728, member: 6687260"] I sometimes wonder what 5e would look like if both cantrips and hit dice recovery were removed. For one, it would pull back the feel of the game to something that matches the earlier editions. Hit points and spell points would both be a more precious resource. Right now it feels like it takes a long time for players to learn that they can't just run in and hit everything with an axe. It would also bring back the resource management to something that feels more in line with the length of sessions, and therefore more satisying. I find actually draining pcs to the point where there is a threat takes 2 to 3 sessions of game time - and that's just too much. I'm not sure how class balance would be impacted though. I ran a homebrewed adventure for 5e recently that I'd previously run in an OSR version of the game. In the OSR game the players avoided the vast majority of the fights, and ran a mile when they figured out from hints that there was a beholder in the other tower. In 5e the players just fought everything (because they could). They figured out much earlier that there was a beholder present, but instead rushed in to fight. It was only when one of the PCs died from a death ray, that they figured out that actually they may be a bit out of their depth and should consider running. [/QUOTE]
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