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My biggest gripe with 5e design
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<blockquote data-quote="Tony Vargas" data-source="post: 7853122" data-attributes="member: 996"><p>Yep. 5e is less paranoia, more heroism, relative to the classic, TSR era game - at least by default.</p><p></p><p>Mind you, there are still echoes. Innocuous combats can easily kill a 1st level PC with just a bit of bad luck, for instance, so a new players, starting at 1st level, can get a "this game is deadly" first impression that adds a bit of excitement for as long as it last... and y'know, first impressions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>It's certainly all centered around that, not just from a play but from a design perspective. The class balance aimed at by the 6-8 encounter, day, for instance, mainly balance as denominated in hps - damage & healing, mostly, single target, AFAICT. </p><p></p><p>Also, keeping tactics to a minimum helps keep inside the BA lines and doesn't strain TotM too much.</p><p></p><p>One mechanic that worked well for 'lingering' effects was the Disease Track, this was a fairly simple mechanic, but it progressed by the long rest instead of going away with it. So, right there, you'd have shift in pacing pressures. When first exposed, there may not be an immediate effect, but, after a long rest, you make a check (save, Endurance, Medicine, whatever) and on a failure you take the first round of symptoms/effects. Each long rest you have a chance to improve, stay the same, or get worse. Unlike hps, that could have a death-spiral effect. Could work for diseases, of course, curses, or more serious wounds (inflicted by failed death saves, for instance, as in another recent thread).</p><p></p><p>Getting worse is what you'd want to emphasize.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7853122, member: 996"] Yep. 5e is less paranoia, more heroism, relative to the classic, TSR era game - at least by default. Mind you, there are still echoes. Innocuous combats can easily kill a 1st level PC with just a bit of bad luck, for instance, so a new players, starting at 1st level, can get a "this game is deadly" first impression that adds a bit of excitement for as long as it last... and y'know, first impressions. ;) It's certainly all centered around that, not just from a play but from a design perspective. The class balance aimed at by the 6-8 encounter, day, for instance, mainly balance as denominated in hps - damage & healing, mostly, single target, AFAICT. [I][/I]Also, keeping tactics to a minimum helps keep inside the BA lines and doesn't strain TotM too much. One mechanic that worked well for 'lingering' effects was the Disease Track, this was a fairly simple mechanic, but it progressed by the long rest instead of going away with it. So, right there, you'd have shift in pacing pressures. When first exposed, there may not be an immediate effect, but, after a long rest, you make a check (save, Endurance, Medicine, whatever) and on a failure you take the first round of symptoms/effects. Each long rest you have a chance to improve, stay the same, or get worse. Unlike hps, that could have a death-spiral effect. Could work for diseases, of course, curses, or more serious wounds (inflicted by failed death saves, for instance, as in another recent thread). Getting worse is what you'd want to emphasize. [/QUOTE]
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