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<blockquote data-quote="Skyscraper" data-source="post: 6565667" data-attributes="member: 48518"><p>Hi, and welcome <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>I haven't read the other replies, here's mine:</p><p></p><p>1) 5E is indeed a pretty cool rules system</p><p></p><p>2) I don't think it lacks options.</p><p></p><p>3) losing DEX bonus to AC: I think it's good that it was not carried over. Uselessly complex, IMO. Not that it doesn't make sense. Just that it's not that useful. D&D is not a simulation. Where to draw the line? Well, you have your idea - which is good. They have theirs. Hit points, AC itself, no damage reduction from armor, there are elements in the game that comprise way more abstraction that maintaning the DEX bonus to AC under certain circumstances, but we're used to them so we don't realize it.</p><p></p><p>4) concentration: i agree that they perhaps went a bit too far. I'll take the simplicity though for now, and wonder about the limitations later.</p><p></p><p>5) item creation: taking it out of the players' hands does not mean that a wizard cannot do it. If it's your DM's first stint as a DM, perhaps the problem lies there. This edition is supposed to be about the DM using the rules as he sees fit.</p><p></p><p>6) no magic items: that's an adventure (or campaign) design choice. And it's your DM's choice, really, since he decides what you guys play. If your DM doesn't like this in an adventure he buys, he should tweak the adventure. If he doesn't, then it's still his choice to make you play this adventure.</p><p></p><p>7) healing: there are alternate rules in the DMG for those that want different gaming styles. In my games, I've done away with the full recuperation of hit points during a long rest. PCs only get back 1/2 their HD, as usual, and can spend those in the morning when their rest is complete (one of the options from the DMG).</p><p></p><p>8) Hoard of the Dragon Queen: i've not played it, but there has been a lot of critisism about it.</p><p></p><p>Have fun!</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6565667, member: 48518"] Hi, and welcome :) I haven't read the other replies, here's mine: 1) 5E is indeed a pretty cool rules system 2) I don't think it lacks options. 3) losing DEX bonus to AC: I think it's good that it was not carried over. Uselessly complex, IMO. Not that it doesn't make sense. Just that it's not that useful. D&D is not a simulation. Where to draw the line? Well, you have your idea - which is good. They have theirs. Hit points, AC itself, no damage reduction from armor, there are elements in the game that comprise way more abstraction that maintaning the DEX bonus to AC under certain circumstances, but we're used to them so we don't realize it. 4) concentration: i agree that they perhaps went a bit too far. I'll take the simplicity though for now, and wonder about the limitations later. 5) item creation: taking it out of the players' hands does not mean that a wizard cannot do it. If it's your DM's first stint as a DM, perhaps the problem lies there. This edition is supposed to be about the DM using the rules as he sees fit. 6) no magic items: that's an adventure (or campaign) design choice. And it's your DM's choice, really, since he decides what you guys play. If your DM doesn't like this in an adventure he buys, he should tweak the adventure. If he doesn't, then it's still his choice to make you play this adventure. 7) healing: there are alternate rules in the DMG for those that want different gaming styles. In my games, I've done away with the full recuperation of hit points during a long rest. PCs only get back 1/2 their HD, as usual, and can spend those in the morning when their rest is complete (one of the options from the DMG). 8) Hoard of the Dragon Queen: i've not played it, but there has been a lot of critisism about it. Have fun! Sky [/QUOTE]
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