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<blockquote data-quote="Jester David" data-source="post: 6847019" data-attributes="member: 37579"><p>Ability scores work very much the same. You just make checks far more often. Ability checks are the big action, replacing skills (which are a subset of ability checks). </p><p></p><p></p><p>Yup. The idea is to encourage you to stick to your class. And make things simpler so you don't need to remember one feat/ability score books every 3 or 4 total character levels in addition to whatever you get for a class. One less place to look when leveling up. </p><p>It's a little funky... </p><p></p><p></p><p>They removed magic items from the math, which is great. This is tricky to do in 3e, but can be done with inherent bonuses and the like. So you don't need the +X sword, cloak of resistance, and the assorted stat boosting items. Alternatively, you could just nerf monsters to accommodate the diminishing power.</p><p></p><p>You can roll Hit Dice to heal by pausing for an hour. This would be super easy to port into 3.5e and reduce the need for a cleric. </p><p></p><p>Prepared casters no longer memorize at set slots. Instead, they prepare individual spells (based on their level) and cast at whatever slot they want. Wizards and clerics work a little like a 3e sorcerer that prepares new spells every day. </p><p>Similarly, spells no longer automatically get better with levels and need to be cast using a higher slot. This would be fairly easy to port over as well: using a higher spell slot adds two caster levels per spell level. </p><p></p><p></p><p>It's actually pretty awesome and easy to port into other systems. Rather than a small +2 situation bonus, just say "advantage". It's fun since you get to roll more dice. And easy to apply after rolling since you don't need to add a bonus to a number you may have already forgotten. And it keeps the math down, so you're not managing dozens of fiddly bonuses. </p><p>There's not a lot of weaknesses, apart from the lack of stacking and the fact it's a pretty big bonus. If you only need a 10 or 11, then it's closer to a +5 bonus. </p><p></p><p>I'd definitely add that it in place of any small bonuses, replacing any +2 or so that is around less than a minute (or combat). Longer than that, and they can just write the change on their character sheet and use the new number </p><p></p><p></p><p>This is really a love it or hate it mechanics. Some people love that monsters are viable at all levels, and don't cease to be a threat when a couple CRs off. Others hate the limited amount of bonuses and want to feel more powerful and have a sense of advancement. </p><p>Personally, I like it. I like being able to use orcs at any level without having to give orcs crazy class levels or make a variant that is the same CR as the PCs. And the feeling or progress from continual attack bonuses is largely an illusion, since monster AC goes up at the same rate. When you have a plus to hit in 5e, you typically hit more often. </p><p></p><p></p><p>A few options (bards, the <em>bless</em> spell)) add a dice instead of a plus. This is kind of fun, adding a 1d4 rather than a +2. </p><p></p><p></p><p>The lack of "leveling up" choices is an issue with 5e. Unless you're playing a spellcaster, you often make no decisions each level. A fighter or rogue might not make a single decision after level 3 apart from ABI/feats. </p><p>This is very much a feature/bug. It's simpler and easier to manage since you can level in 30 seconds, before or after a session. You don't need to try and remember to level between sessions or look in dozen books for feat options, remember how many skills ranks you have, etc. (Have you ever had a player forget to level between games? *shudder*)</p></blockquote><p></p>
[QUOTE="Jester David, post: 6847019, member: 37579"] Ability scores work very much the same. You just make checks far more often. Ability checks are the big action, replacing skills (which are a subset of ability checks). Yup. The idea is to encourage you to stick to your class. And make things simpler so you don't need to remember one feat/ability score books every 3 or 4 total character levels in addition to whatever you get for a class. One less place to look when leveling up. It's a little funky... They removed magic items from the math, which is great. This is tricky to do in 3e, but can be done with inherent bonuses and the like. So you don't need the +X sword, cloak of resistance, and the assorted stat boosting items. Alternatively, you could just nerf monsters to accommodate the diminishing power. You can roll Hit Dice to heal by pausing for an hour. This would be super easy to port into 3.5e and reduce the need for a cleric. Prepared casters no longer memorize at set slots. Instead, they prepare individual spells (based on their level) and cast at whatever slot they want. Wizards and clerics work a little like a 3e sorcerer that prepares new spells every day. Similarly, spells no longer automatically get better with levels and need to be cast using a higher slot. This would be fairly easy to port over as well: using a higher spell slot adds two caster levels per spell level. It's actually pretty awesome and easy to port into other systems. Rather than a small +2 situation bonus, just say "advantage". It's fun since you get to roll more dice. And easy to apply after rolling since you don't need to add a bonus to a number you may have already forgotten. And it keeps the math down, so you're not managing dozens of fiddly bonuses. There's not a lot of weaknesses, apart from the lack of stacking and the fact it's a pretty big bonus. If you only need a 10 or 11, then it's closer to a +5 bonus. I'd definitely add that it in place of any small bonuses, replacing any +2 or so that is around less than a minute (or combat). Longer than that, and they can just write the change on their character sheet and use the new number This is really a love it or hate it mechanics. Some people love that monsters are viable at all levels, and don't cease to be a threat when a couple CRs off. Others hate the limited amount of bonuses and want to feel more powerful and have a sense of advancement. Personally, I like it. I like being able to use orcs at any level without having to give orcs crazy class levels or make a variant that is the same CR as the PCs. And the feeling or progress from continual attack bonuses is largely an illusion, since monster AC goes up at the same rate. When you have a plus to hit in 5e, you typically hit more often. A few options (bards, the [I]bless[/I] spell)) add a dice instead of a plus. This is kind of fun, adding a 1d4 rather than a +2. The lack of "leveling up" choices is an issue with 5e. Unless you're playing a spellcaster, you often make no decisions each level. A fighter or rogue might not make a single decision after level 3 apart from ABI/feats. This is very much a feature/bug. It's simpler and easier to manage since you can level in 30 seconds, before or after a session. You don't need to try and remember to level between sessions or look in dozen books for feat options, remember how many skills ranks you have, etc. (Have you ever had a player forget to level between games? *shudder*) [/QUOTE]
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