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<blockquote data-quote="neobolts" data-source="post: 6564213" data-attributes="member: 65244"><p>My thoughts, some of which will echo what's already been said.</p><p></p><p></p><p></p><p>There was a big push from playtesting to make combat go around the table quickly, so players didn't idle between turns as long. And it's working, combat is smoother than ever, with an "old school" vibe.</p><p></p><p>As you've played 3e, you've likely encountered the "bonus hunt" game where the combat scheeches to a halt as someone hunts for the situational modifiers and piles of self-buffs from spells and gear. For better or for worse, the adopted solution was threefold: </p><ol> <li data-xf-list-type="ol">the Advantage and Disadvantage mechanics,</li> <li data-xf-list-type="ol">the end of buff stacking, and</li> <li data-xf-list-type="ol">the end of "feat taxes" and "item taxes" (near-manditory feat choices for your class to take, cloak of res., ring of prot.).</li> </ol><p></p><p></p><p></p><p>As a poster in another thread pointed out, anything that would deny dex to AC instead grants advantage. Anytime the designers could swap out an old mechanic for advantage, they did. All part of the speed up combat mindset. Either way the defender is penalized. (If you are houseruling it to "No dex bonus" for certain statuses like incapacitated, your should also remove the advantage b/c you are double penalizing the defender at that point.</p><p></p><p></p><p></p><p>Buff stacking was a game-slowing mess, and got even worse in Pathfinder. They swung really hard the other way with 5e. Houserule this one if you need to. My biggest gripe is not the lack of stacking, but how easily conc spells break. I adopted Paraxis' minimum 10 damage from a attack to trigger the check. My players liked the change.</p><p></p><p></p><p></p><p>I wrote the above "threefold" list before tackling your individual points, and it turns out they are pretty close. Again, it becomes a question of math stacking. I do feel like they are a little stingy with the wacky/wonderous items. I am throwing more of those in early, to get more of a 2e feel in my game.</p><p></p><p></p><p></p><p>I've been healing up with an overnight inn stay since playing Dragon Warrior on NES as a kid. Overnight heals don't bother me and I really don't care that it doesn't make sense. The alternative sounds boring.</p><p></p><p>Haven't played HotDQ, so I've got nothing to add there. Your awareness of the mechanics changes runs deep, I think you are going to have a good time with 5e!</p></blockquote><p></p>
[QUOTE="neobolts, post: 6564213, member: 65244"] My thoughts, some of which will echo what's already been said. There was a big push from playtesting to make combat go around the table quickly, so players didn't idle between turns as long. And it's working, combat is smoother than ever, with an "old school" vibe. As you've played 3e, you've likely encountered the "bonus hunt" game where the combat scheeches to a halt as someone hunts for the situational modifiers and piles of self-buffs from spells and gear. For better or for worse, the adopted solution was threefold: [LIST=1] [*]the Advantage and Disadvantage mechanics, [*]the end of buff stacking, and [*]the end of "feat taxes" and "item taxes" (near-manditory feat choices for your class to take, cloak of res., ring of prot.). [/LIST] As a poster in another thread pointed out, anything that would deny dex to AC instead grants advantage. Anytime the designers could swap out an old mechanic for advantage, they did. All part of the speed up combat mindset. Either way the defender is penalized. (If you are houseruling it to "No dex bonus" for certain statuses like incapacitated, your should also remove the advantage b/c you are double penalizing the defender at that point. Buff stacking was a game-slowing mess, and got even worse in Pathfinder. They swung really hard the other way with 5e. Houserule this one if you need to. My biggest gripe is not the lack of stacking, but how easily conc spells break. I adopted Paraxis' minimum 10 damage from a attack to trigger the check. My players liked the change. I wrote the above "threefold" list before tackling your individual points, and it turns out they are pretty close. Again, it becomes a question of math stacking. I do feel like they are a little stingy with the wacky/wonderous items. I am throwing more of those in early, to get more of a 2e feel in my game. I've been healing up with an overnight inn stay since playing Dragon Warrior on NES as a kid. Overnight heals don't bother me and I really don't care that it doesn't make sense. The alternative sounds boring. Haven't played HotDQ, so I've got nothing to add there. Your awareness of the mechanics changes runs deep, I think you are going to have a good time with 5e! [/QUOTE]
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