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General Tabletop Discussion
*Dungeons & Dragons
On the healing options in the 5e DMG
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<blockquote data-quote="fuindordm" data-source="post: 6452635" data-attributes="member: 5435"><p>I think most of these can be addressed with minor house rules that don't change the structure of the game significantly. You'd be playing 5e with a campaign packet a couple of pages long at most.</p><p></p><p>I also miss 1e/2e style multiclassing, but not enough to force it back in. I think this could be resolved by adopting 3e's XP table and dividing earned XP between the two classes, which would put 2-classed characters 1-3 levels behind single-classed characters for most of the game.</p><p></p><p>The 1e/2e style assumes that most healing is magical, and that magical healing is scarce, so that players are cautious about getting into fights. In practice, it never seemed to work out that way. 4E and 5E have a different philosophy which I really like: HP don't really represent damage at all, not even the last few HP. In 4e the real damage/exhaustion track was healing surges; in 5E it is hit dice.</p><p></p><p>So when I am going to run a 5E game with old school feel, I will be relatively generous with the short-term HP totals--magical healing, inspiration, second wind, and other effects will all be plentiful and your HP can vary wildly between [0,max] throughout a combat. But none of this represents health. In contrast, I plan to be stingy with HD. I suggest letting players recover only 1HD per long rest--that should make them cautious about burning through their reserves too quickly. That 1HD represents the amount of natural healing they get overnight. Their HP may be full again, but they're still a lot more tired than they were before the adventure started! And with that small change in perspective, I became much happier with the modern take on HP than I ever was with the 1e/2e approach.</p><p></p><p>Finally, I also appreciate the yearning for 1e-style spellcasting but keep in mind that these editions assumed that even first-level spells could end encounters if used at the right time. Sure there were a lot of stinkers, but the whole Vancian conceit is that if the MU casts a spell, it's going to be a big one (even at low levels). So it's not as simple as returning to 1e spell slots -- you also have to power up some of the low-level spells so that when the wizard uses their carefully hoarded spell then it is sure to have an impact.</p><p></p><p>Personally, I'm going to try out the 5e system even in old-school games. I like the idea of 6th-9th level spells being an order of magnitude better than the 1st-5th level spells ("high magic" vs "low magic") and keeping their spell slots rare and precious, while allowing wizards much more of the weaker magic to play with.</p><p></p><p>Anyway, good luck getting the feel you want. I think I can run a game with AD&D feel in this new system, and I'm sure you can too. But don't forget to listen to your players!</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6452635, member: 5435"] I think most of these can be addressed with minor house rules that don't change the structure of the game significantly. You'd be playing 5e with a campaign packet a couple of pages long at most. I also miss 1e/2e style multiclassing, but not enough to force it back in. I think this could be resolved by adopting 3e's XP table and dividing earned XP between the two classes, which would put 2-classed characters 1-3 levels behind single-classed characters for most of the game. The 1e/2e style assumes that most healing is magical, and that magical healing is scarce, so that players are cautious about getting into fights. In practice, it never seemed to work out that way. 4E and 5E have a different philosophy which I really like: HP don't really represent damage at all, not even the last few HP. In 4e the real damage/exhaustion track was healing surges; in 5E it is hit dice. So when I am going to run a 5E game with old school feel, I will be relatively generous with the short-term HP totals--magical healing, inspiration, second wind, and other effects will all be plentiful and your HP can vary wildly between [0,max] throughout a combat. But none of this represents health. In contrast, I plan to be stingy with HD. I suggest letting players recover only 1HD per long rest--that should make them cautious about burning through their reserves too quickly. That 1HD represents the amount of natural healing they get overnight. Their HP may be full again, but they're still a lot more tired than they were before the adventure started! And with that small change in perspective, I became much happier with the modern take on HP than I ever was with the 1e/2e approach. Finally, I also appreciate the yearning for 1e-style spellcasting but keep in mind that these editions assumed that even first-level spells could end encounters if used at the right time. Sure there were a lot of stinkers, but the whole Vancian conceit is that if the MU casts a spell, it's going to be a big one (even at low levels). So it's not as simple as returning to 1e spell slots -- you also have to power up some of the low-level spells so that when the wizard uses their carefully hoarded spell then it is sure to have an impact. Personally, I'm going to try out the 5e system even in old-school games. I like the idea of 6th-9th level spells being an order of magnitude better than the 1st-5th level spells ("high magic" vs "low magic") and keeping their spell slots rare and precious, while allowing wizards much more of the weaker magic to play with. Anyway, good luck getting the feel you want. I think I can run a game with AD&D feel in this new system, and I'm sure you can too. But don't forget to listen to your players! [/QUOTE]
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