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<blockquote data-quote="Tony Vargas" data-source="post: 6971183" data-attributes="member: 996"><p>There's no playing 5e 'wrong,' just not adjusting it enough to the way you want to play. <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><p></p><p>What are the steps back? Very often, as DM, you can change/ignore/restore something that's bothering you. Might as well take the perks of DM Empowerment. <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>[sblock="4e"]</p><p>Actually, wrecan, over on the WotC boards came up with a system he called 'SARN-FU' to run even 4e what we'd now call 'TotM.' 13A used something similar. Better than what 5e has in support of the style that's meant to be it's default.</p><p></p><p>Skill Challenges represented more support for non-combat than any edition of D&D before or sense. Of course, they didn't work as originally presented, but once they were fixed up. If you ever do decide to dust it off and try it, check out the Skill Challenge system in the Essentials Compendium.</p><p></p><p>That was a myth "dissociated mechanics" perpetrated by the edition war, one of many. The reality was that the fluff of powers was subject to re-skinning just like the fluff of character appearance and gear had been in 3e. </p><p></p><p>Characters went up to 30th levels and stats were all but open-ended. A human "Demigod" could be as strong as a giant. Size really doesn't matter when things get that super-human. It was an issue I remember being put off by the first time I saw it in a superhero game, having been accustomed at the time, to the detailed race/gender limits on Strength in 1e AD&D - but once you take a moment to think about it, it's fine.</p><p></p><p>Like everything else, it depends on how you visualize it. Why is a 15th level wizard +7 to basically everything? Probably because he's pulling minor magic to aid himself.</p><p></p><p>The only thing ever sacrificed on the altar of balance was imbalance. </p><p></p><p>There's really nothing 'clever' about abusing a spell or ability, it's usually just pulling something counter-genre or anachronistic. </p><p></p><p>IIRC, Overland Flight was a ritual.[/sblock]</p><p></p><p>[sblock="Hero System"]</p><p>I've never heard it called 'simple' - consistent, perhaps or elegant, maybe, at the outside. OK, you meant consistent or elegant. <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><p></p><p> You could do a lot worse than Hero, the question is usually if your players are up for the challenge of learning it and building characters using it. You can not only do anything, in concept, you might in other systems, D&D quite easily included, you can even model the system artifacts, if you like. I've seen Champions! or FH characters with "D&D Armor" in the form of focused DCV levels (so it literally just makes you harder to hit), for instance. Or half damage reduction on an activation roll so you can 'save for 1/2.' </p><p></p><p>Hit locations are a bit iffy, but work for some genres. You probably want to fiddle with KA's and stun multipliers a little, anyway...</p><p></p><p>The last ed of Hero (6th) I'm not familiar with, but what I heard about while it was in development didn't fill me with confidence. Even what I'd consider the best versions of Hero suffer from an excess of skills, especially open-ended categories of skills (KS, Sciences, Professions, etc). By the end of the 5th edition, it could cost you 60-100 points of skills to be lawyer. When the 'professional' skills were first introduced in ChampionsII (c1982) being a lawyer cost 2 points.[/sblock]</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6971183, member: 996"] There's no playing 5e 'wrong,' just not adjusting it enough to the way you want to play. ;) What are the steps back? Very often, as DM, you can change/ignore/restore something that's bothering you. Might as well take the perks of DM Empowerment. :) [sblock="4e"] Actually, wrecan, over on the WotC boards came up with a system he called 'SARN-FU' to run even 4e what we'd now call 'TotM.' 13A used something similar. Better than what 5e has in support of the style that's meant to be it's default. Skill Challenges represented more support for non-combat than any edition of D&D before or sense. Of course, they didn't work as originally presented, but once they were fixed up. If you ever do decide to dust it off and try it, check out the Skill Challenge system in the Essentials Compendium. That was a myth "dissociated mechanics" perpetrated by the edition war, one of many. The reality was that the fluff of powers was subject to re-skinning just like the fluff of character appearance and gear had been in 3e. Characters went up to 30th levels and stats were all but open-ended. A human "Demigod" could be as strong as a giant. Size really doesn't matter when things get that super-human. It was an issue I remember being put off by the first time I saw it in a superhero game, having been accustomed at the time, to the detailed race/gender limits on Strength in 1e AD&D - but once you take a moment to think about it, it's fine. Like everything else, it depends on how you visualize it. Why is a 15th level wizard +7 to basically everything? Probably because he's pulling minor magic to aid himself. The only thing ever sacrificed on the altar of balance was imbalance. There's really nothing 'clever' about abusing a spell or ability, it's usually just pulling something counter-genre or anachronistic. IIRC, Overland Flight was a ritual.[/sblock] [sblock="Hero System"] I've never heard it called 'simple' - consistent, perhaps or elegant, maybe, at the outside. OK, you meant consistent or elegant. ;) You could do a lot worse than Hero, the question is usually if your players are up for the challenge of learning it and building characters using it. You can not only do anything, in concept, you might in other systems, D&D quite easily included, you can even model the system artifacts, if you like. I've seen Champions! or FH characters with "D&D Armor" in the form of focused DCV levels (so it literally just makes you harder to hit), for instance. Or half damage reduction on an activation roll so you can 'save for 1/2.' Hit locations are a bit iffy, but work for some genres. You probably want to fiddle with KA's and stun multipliers a little, anyway... The last ed of Hero (6th) I'm not familiar with, but what I heard about while it was in development didn't fill me with confidence. Even what I'd consider the best versions of Hero suffer from an excess of skills, especially open-ended categories of skills (KS, Sciences, Professions, etc). By the end of the 5th edition, it could cost you 60-100 points of skills to be lawyer. When the 'professional' skills were first introduced in ChampionsII (c1982) being a lawyer cost 2 points.[/sblock] [/QUOTE]
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