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My biggest gripe with 5e design
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<blockquote data-quote="Sacrosanct" data-source="post: 7853854" data-attributes="member: 15700"><p>Again, that doesn't address the issues in my OP. All you're essentially doing is modifying the HP math. More/tougher monsters = more damage. Less rests = less damage you can do to the monsters. etc. I'm talking about other ways unrelated to HP. And you cant do that without major revision in 5e's version of the same monsters.</p><p></p><p>Multiple save chances</p><p>Greater chance to save</p><p>temporary affects</p><p>easily restored conditions</p><p>easily ended conditions</p><p>No permanent debilitating effects (like level drain or the ghost's aging)</p><p>Equipment (even magical) quickly getting destroyed.</p><p></p><p>All are examples of what I'm talking about. Things removed or neutered in the 5e version. Things not relating to "just add more CR creatures". In 5e, the risk is almost always around hit points. That's it. In AD&D, there were risks from many sources, many not related to hp loss at all. And it's that diversity of risk that I find lacking, and what makes every encounter start to feel the same because the players approach it the same since the only real risk they have to worry about is losing HP.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7853854, member: 15700"] Again, that doesn't address the issues in my OP. All you're essentially doing is modifying the HP math. More/tougher monsters = more damage. Less rests = less damage you can do to the monsters. etc. I'm talking about other ways unrelated to HP. And you cant do that without major revision in 5e's version of the same monsters. Multiple save chances Greater chance to save temporary affects easily restored conditions easily ended conditions No permanent debilitating effects (like level drain or the ghost's aging) Equipment (even magical) quickly getting destroyed. All are examples of what I'm talking about. Things removed or neutered in the 5e version. Things not relating to "just add more CR creatures". In 5e, the risk is almost always around hit points. That's it. In AD&D, there were risks from many sources, many not related to hp loss at all. And it's that diversity of risk that I find lacking, and what makes every encounter start to feel the same because the players approach it the same since the only real risk they have to worry about is losing HP. [/QUOTE]
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My biggest gripe with 5e design
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