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Open Interpretation Inspirational Healing Compromise.
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<blockquote data-quote="EzekielRaiden" data-source="post: 6728363" data-attributes="member: 6790260"><p>I'm not sure I agree with the move you're making here--we're not talking about porting new mechanics <em>into AD&D 2e.</em> We're talking about porting them into D&D 5e--which has been <em>intentionally</em> made to be amenable to porting things in. I thought that was the whole point of having all the rules options in the DMG? So...yeah, I agree that those things would be hard to port into 2e...but I disagree that it's appropriate to draw an analogy to "what you can port into 2e" from "what you can port into 5e." Particularly because one of the things you mention--Sanity loss--is already an optional rule of 5e, and thus probably not the best example you could've chosen <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>On a slightly higher level, though, how do we meaningfully draw the line between "extensive" vs. non-"extensive" house rules?</p><p></p><p></p><p></p><p>I can't comment on "Organization," since I don't know how it was used in 2e, but Morale seems pretty easy to work with. I know I've seen some very simple suggestions on that front (usually something like "morale is a Cha save, with x/y/z bonuses/penalties based on the situation at hand, failure inflicts Frightened condition until threat is gone").</p><p></p><p></p><p></p><p>Alright, <em>now</em> you're getting into something I can see as a meaningful response. Though even as soon as I type that, I have ideas. 5e already offers the concept of Resistance (reduce by 50%) to damage, including from magic. You can have Expertise in any skill proficiency--why not a special ability that gives Expertise in saves? You have Legendary Saves, which are in theory even *better* than simply 80% resistance because it's 100% <em>when you need it</em>--just give Mind Flayers, say, 5 uses of it and you're probably good.</p><p></p><p>Or, I mean, if it's a monster specifically designed to make spellcasters wet their pants, and make melee characters feel awesome and powerful (or still wet their pants, if the whole 'devour intellect on each hit' thing still applies), I'm not even necessarily sure that it IS a problem to allow a d100 roll to see if a spell actually hits or not. I mean, we have CR 3 Mummies that inflict a horrifically awful curse on a failed Con save, that can kill outright with no possibility of resurrection after a single day if you're low level or unlucky (I would know--I nearly lost my very first 5e character to it). I don't see why it's <em>necessarily</em> a problem to have a very high-CR Mind Flayer that laughs off (most) spells.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6728363, member: 6790260"] I'm not sure I agree with the move you're making here--we're not talking about porting new mechanics [I]into AD&D 2e.[/I] We're talking about porting them into D&D 5e--which has been [I]intentionally[/I] made to be amenable to porting things in. I thought that was the whole point of having all the rules options in the DMG? So...yeah, I agree that those things would be hard to port into 2e...but I disagree that it's appropriate to draw an analogy to "what you can port into 2e" from "what you can port into 5e." Particularly because one of the things you mention--Sanity loss--is already an optional rule of 5e, and thus probably not the best example you could've chosen :p On a slightly higher level, though, how do we meaningfully draw the line between "extensive" vs. non-"extensive" house rules? I can't comment on "Organization," since I don't know how it was used in 2e, but Morale seems pretty easy to work with. I know I've seen some very simple suggestions on that front (usually something like "morale is a Cha save, with x/y/z bonuses/penalties based on the situation at hand, failure inflicts Frightened condition until threat is gone"). Alright, [I]now[/I] you're getting into something I can see as a meaningful response. Though even as soon as I type that, I have ideas. 5e already offers the concept of Resistance (reduce by 50%) to damage, including from magic. You can have Expertise in any skill proficiency--why not a special ability that gives Expertise in saves? You have Legendary Saves, which are in theory even *better* than simply 80% resistance because it's 100% [I]when you need it[/I]--just give Mind Flayers, say, 5 uses of it and you're probably good. Or, I mean, if it's a monster specifically designed to make spellcasters wet their pants, and make melee characters feel awesome and powerful (or still wet their pants, if the whole 'devour intellect on each hit' thing still applies), I'm not even necessarily sure that it IS a problem to allow a d100 roll to see if a spell actually hits or not. I mean, we have CR 3 Mummies that inflict a horrifically awful curse on a failed Con save, that can kill outright with no possibility of resurrection after a single day if you're low level or unlucky (I would know--I nearly lost my very first 5e character to it). I don't see why it's [I]necessarily[/I] a problem to have a very high-CR Mind Flayer that laughs off (most) spells. [/QUOTE]
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