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General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Lanefan" data-source="post: 7759640" data-attributes="member: 29398"><p>I largely agree with you, though I'll stand by saying that guidelines for hireling rates are handy enough to be worth including in the PH. <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>In fairness to 3e DMs, however, it must be noted that because it was more tightly designed than any of 0-1-2e it was also correspondingly harder to successfully kitbash; it wasn't as modular, thus a change here would be far more likely to have unexpected (and often undesired) knock-on effects there, there and there - some of which might not become apparent for ages.</p><p></p><p>I know this not just from what I've read in here but from having played in a long 3e campaign where the DM had done some significant kitbashing before it began. The knock-on effects eventually became overwhelming, and he switched to near-RAW 3.5 about 5 years in.</p><p></p><p>Well, that's was promised in the playtest period anyway; and the small-scale rulings-not-rules seems to be working out. But inquiring minds want to know: how well does 5e handle a major kitbash? We've seen Mearls' reworked initiative system in writing but how well does it play, for example? Or, what would happen if one threw out 5e's cleric-turning-undead rules and replaced them with the 1e turn-undead table?</p><p></p><p>Lan-"so how many g.p. would it cost my character to hire someone to kitbash 5e"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7759640, member: 29398"] I largely agree with you, though I'll stand by saying that guidelines for hireling rates are handy enough to be worth including in the PH. :) In fairness to 3e DMs, however, it must be noted that because it was more tightly designed than any of 0-1-2e it was also correspondingly harder to successfully kitbash; it wasn't as modular, thus a change here would be far more likely to have unexpected (and often undesired) knock-on effects there, there and there - some of which might not become apparent for ages. I know this not just from what I've read in here but from having played in a long 3e campaign where the DM had done some significant kitbashing before it began. The knock-on effects eventually became overwhelming, and he switched to near-RAW 3.5 about 5 years in. Well, that's was promised in the playtest period anyway; and the small-scale rulings-not-rules seems to be working out. But inquiring minds want to know: how well does 5e handle a major kitbash? We've seen Mearls' reworked initiative system in writing but how well does it play, for example? Or, what would happen if one threw out 5e's cleric-turning-undead rules and replaced them with the 1e turn-undead table? Lan-"so how many g.p. would it cost my character to hire someone to kitbash 5e"-efan [/QUOTE]
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