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<blockquote data-quote="dave2008" data-source="post: 9147490" data-attributes="member: 83242"><p>You don't need more HD, we do fine without a cleric or a healer at all. I also don't think a warlord type is needed, since we don't have one and it works great. Not that I mind if there is a warlord. Ritual system would be great too - but then again that isn't really low-magic is it?</p><p></p><p>The problem with 4e is it assumed you had to have magical equipment or you quickly fell behind in the numbers. That isn't the case in 5e. I don't really ever need to hand out magic items in 5e and the game works great (in fact it is assumed you don't by the numbers). And that isn't even getting into the issue of "martial magic" that some people had (which I didn't btw)</p><p></p><p>That being said, the issue isn't really whether or not 5e is better at low-magic, the issue was that someone was being told it couldn't or shouldn't be done with 5e. I am here to say it can and possible should be done with 5e. I truly believe the math and the game works better with a low/no magic assumption.</p><p></p><p>Let's not forget there are already rules in the DMG for non-magic healing if you want them. Not 4e levels, but pretty close!</p><p>[spoiler=healing surges]</p><h4>Healing Surges</h4><p>This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare.</p><p></p><p>As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.</p><p></p><p>A character who uses a healing surge can’t do so again until he or she finishes a short or long rest.</p><p></p><p>Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).</p><p></p><p>For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action.</p><p>[/spoiler]</p><p>[spoiler=Epic Heroism]</p><h4>Epic Heroism</h4><p>This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.</p><p></p><p>Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="dave2008, post: 9147490, member: 83242"] You don't need more HD, we do fine without a cleric or a healer at all. I also don't think a warlord type is needed, since we don't have one and it works great. Not that I mind if there is a warlord. Ritual system would be great too - but then again that isn't really low-magic is it? The problem with 4e is it assumed you had to have magical equipment or you quickly fell behind in the numbers. That isn't the case in 5e. I don't really ever need to hand out magic items in 5e and the game works great (in fact it is assumed you don't by the numbers). And that isn't even getting into the issue of "martial magic" that some people had (which I didn't btw) That being said, the issue isn't really whether or not 5e is better at low-magic, the issue was that someone was being told it couldn't or shouldn't be done with 5e. I am here to say it can and possible should be done with 5e. I truly believe the math and the game works better with a low/no magic assumption. Let's not forget there are already rules in the DMG for non-magic healing if you want them. Not 4e levels, but pretty close! [spoiler=healing surges] [HEADING=3]Healing Surges[/HEADING] This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare. As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character who uses a healing surge can’t do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die). For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action. [/spoiler] [spoiler=Epic Heroism] [HEADING=3]Epic Heroism[/HEADING] This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate. Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher. [/spoiler] [/QUOTE]
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