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<blockquote data-quote="Zardnaar" data-source="post: 9603214" data-attributes="member: 6716779"><p>Zards Specific Thughts on Mechanics. After playing 5E, TSR and OSR </p><p></p><p>1. AscendingAC is just better. Alot f OSR games have reached this conclusion. </p><p></p><p>2. Players like moving parts. I'll go with feats but there's 2 ways of doing them. Kits and archetypes also count. They increase complexity however. Archetypes may be a mistake however. </p><p></p><p>3. Conceptually 5E has a good engine and basic monster building guide. Eg small creatures have d6HD, medium d8. Large d10. Bucket of hp and low AC maybe not.</p><p></p><p>4. Bounded accuracy of some sort is good. 4E 1st 20 levels, B/X and 5E are decent examples of smaller numbers.</p><p></p><p>5. Magic items should top out at +3 a'la B/X and 5E. They should be under the control of the DM. Curated buy and sell lists are fine. Artifacts can go beyond +3 (+5 or 6 top end). </p><p></p><p>6. Saves need to scale a lot better than they do. Personally leaning towards 3. Martials are proficient in all 3, half casters/hybrids 2, full casters 1. </p><p></p><p>7. Monsters need to be scary again. Energy drain could do exhaustion levels for example. </p><p></p><p>8. Most spells aren't broken. One could dump concentration but you would need to overhaul them. </p><p></p><p>9. Magic resistance needs to return. If spells cant fail monsters need to be able to shrug them off. Combine with good saves. Mindflayers shrugging off spells 90% of the time (19+ on d20 roll) changes things. </p><p></p><p>10. 3.0 and 3.5 are closer to where monster HP needs to be. PC damage and abilities ca be sealed vs that.5E was to much, 4E not enough and 3E was all over the place. </p><p></p><p>11. S and D tier spells need to go bye bye or be reworked. One could do worse than a curated 2E or 3E spell list with the elimination of the problem spells. Magic Missile and Fireball weren't broken.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9603214, member: 6716779"] Zards Specific Thughts on Mechanics. After playing 5E, TSR and OSR 1. AscendingAC is just better. Alot f OSR games have reached this conclusion. 2. Players like moving parts. I'll go with feats but there's 2 ways of doing them. Kits and archetypes also count. They increase complexity however. Archetypes may be a mistake however. 3. Conceptually 5E has a good engine and basic monster building guide. Eg small creatures have d6HD, medium d8. Large d10. Bucket of hp and low AC maybe not. 4. Bounded accuracy of some sort is good. 4E 1st 20 levels, B/X and 5E are decent examples of smaller numbers. 5. Magic items should top out at +3 a'la B/X and 5E. They should be under the control of the DM. Curated buy and sell lists are fine. Artifacts can go beyond +3 (+5 or 6 top end). 6. Saves need to scale a lot better than they do. Personally leaning towards 3. Martials are proficient in all 3, half casters/hybrids 2, full casters 1. 7. Monsters need to be scary again. Energy drain could do exhaustion levels for example. 8. Most spells aren't broken. One could dump concentration but you would need to overhaul them. 9. Magic resistance needs to return. If spells cant fail monsters need to be able to shrug them off. Combine with good saves. Mindflayers shrugging off spells 90% of the time (19+ on d20 roll) changes things. 10. 3.0 and 3.5 are closer to where monster HP needs to be. PC damage and abilities ca be sealed vs that.5E was to much, 4E not enough and 3E was all over the place. 11. S and D tier spells need to go bye bye or be reworked. One could do worse than a curated 2E or 3E spell list with the elimination of the problem spells. Magic Missile and Fireball weren't broken. [/QUOTE]
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