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Making a 5E Variant I *Want* To Play (+thread)
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<blockquote data-quote="DND_Reborn" data-source="post: 8038724" data-attributes="member: 6987520"><p>5E design sees ability scores as dominant enough to nearly match max proficiency (a 5 to 6 ratio). I don't agree with that design view but I want to keep the maximum close to RAW +11. My view is that ability score should be significant, but not nearly so much as experience. Hence, I currently have a 1 to 2 ratio (+4 ability, +8 max prof) and I would even entertain taking it further to 1 to 3 (+3 ability, +9 prof).</p><p></p><p>Anyway, this is pretty much my last-ditch effort to keep playing 5E past the end of this year. We have a few (albeit) high levels to go in our main game, and Castle Ravenloft to finish in our CoS game. If I can't settle on something I like by the time those are done, I'll encourage both groups to try to shift to AD&D for a while and see if they enjoy it (the couple times we've tried it, they do, but they still like 5E, too).</p><p></p><p>I'm really not talking that many rule changes actually, but I've fiddled with them all enough that some of my friends have suggested just designing my own. To which I agree... :<em>shudder</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p>This isn't a "fight" as you seem to think, it is a contested roll. One roll. And I don't think in a contested roll a non-proficient should win nearly 1 in 4 times over a +6 mod.</p><p></p><p></p><p></p><p>Well, we will have to see if that happens. Generally ACs are low enough that hitting should still be frequent enough overall that there won't be any frustration. If it does work out that way, we can always drop these ideas, but fortunately our table is willing to try them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The other issue is rolling for damage takes time as well (especially when near tier 4 we are hitting 80% of the time!) and I want to speed things up. Most of the players have generally adopted average damage, which helps a lot.</p><p></p><p>My biggest concern if I half HP but don't adopt another system to balance it some, magic will become to powerful. I am hoping that won't be the case. Our group generally agrees magic got nerfed too much in 5E (most of us like the linear fighter/ quad wizard "issue" others have had problems with-- we haven't) and would prefer to see magic rarer, but more powerful again.</p><p></p><p></p><p></p><p>This is basically what 5E already does. Myself (when I DM) and our DM both have to narrate "hits" that do "damage" but the defender acting (dodging, blocking, etc.) to avoid the "lethal damage" instead.</p><p></p><p>Thanks for your thoughts. I'll definitely keep the ideas in mind as we test out this material. Maybe you'll be right and not hitting as often will become frustrating? I don't see it happening, but I could be wrong and if I am we'll try another tact or maybe <em>shudder</em> a different game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8038724, member: 6987520"] 5E design sees ability scores as dominant enough to nearly match max proficiency (a 5 to 6 ratio). I don't agree with that design view but I want to keep the maximum close to RAW +11. My view is that ability score should be significant, but not nearly so much as experience. Hence, I currently have a 1 to 2 ratio (+4 ability, +8 max prof) and I would even entertain taking it further to 1 to 3 (+3 ability, +9 prof). Anyway, this is pretty much my last-ditch effort to keep playing 5E past the end of this year. We have a few (albeit) high levels to go in our main game, and Castle Ravenloft to finish in our CoS game. If I can't settle on something I like by the time those are done, I'll encourage both groups to try to shift to AD&D for a while and see if they enjoy it (the couple times we've tried it, they do, but they still like 5E, too). I'm really not talking that many rule changes actually, but I've fiddled with them all enough that some of my friends have suggested just designing my own. To which I agree... :[I]shudder[/I] :-) This isn't a "fight" as you seem to think, it is a contested roll. One roll. And I don't think in a contested roll a non-proficient should win nearly 1 in 4 times over a +6 mod. Well, we will have to see if that happens. Generally ACs are low enough that hitting should still be frequent enough overall that there won't be any frustration. If it does work out that way, we can always drop these ideas, but fortunately our table is willing to try them. :) The other issue is rolling for damage takes time as well (especially when near tier 4 we are hitting 80% of the time!) and I want to speed things up. Most of the players have generally adopted average damage, which helps a lot. My biggest concern if I half HP but don't adopt another system to balance it some, magic will become to powerful. I am hoping that won't be the case. Our group generally agrees magic got nerfed too much in 5E (most of us like the linear fighter/ quad wizard "issue" others have had problems with-- we haven't) and would prefer to see magic rarer, but more powerful again. This is basically what 5E already does. Myself (when I DM) and our DM both have to narrate "hits" that do "damage" but the defender acting (dodging, blocking, etc.) to avoid the "lethal damage" instead. Thanks for your thoughts. I'll definitely keep the ideas in mind as we test out this material. Maybe you'll be right and not hitting as often will become frustrating? I don't see it happening, but I could be wrong and if I am we'll try another tact or maybe [I]shudder[/I] a different game. ;) [/QUOTE]
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