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So who is playing 5E?
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<blockquote data-quote="Grainger" data-source="post: 6381647" data-attributes="member: 6779234"><p>I'm running a game with my partner and nearly-6-year-old child, with a home-brew campaign world. Basically, we're loving it. My partner and I are long-time BECMI players (with a bit of 2e thrown in); but we haven't played in anger for at least 10 years. My daughter, obviously, is completely new to roleplaying.</p><p></p><p>Because we're old-school, we have no issues with Theatre of the Mind - that's how we've always rolled (in old-school, I played under 8 DMs and never saw a miniature in play!). We have no finicky rules questions; we just get on with it, and 5e plays pretty much as we used to play. The main difference is that 5e is a bit more tactical, due to the powers like Second Wind. Also, the ability to spend Hit Dice to heal means that the party can go on longer forays into the wilderness before it runs out of resources. That said, while the game may not be as dangerous as 1st-level BECMI, it's still plenty deadly enough if the players aren't careful, at least at 1st level.</p><p></p><p>As far as house rules go, I don't have any, except some modifications for fluff. My 5e game has a pseudo-Norman setting, and as such I'm only allowing Chain-based armour (medium and heavy) and leather (not strictly historical, but for balance). For other armour types, these will just be better quality leather or chain (e.g. plate will be renamed "good quality chain", and will have the same cost and AC benefit as RAW). So, the game will have the same mechanics as RAW, but the fluff will make more sense in the setting. I'm very loathe to change rules until we have hundreds of hours of play under our belts. The only tweaks I might do will be to (possibly) ban certain player-character races (probably Drow, and possibly Tieflings and Draconians), as I'm not sure they will fit into my game world. That said, I like the relaxed feel of 5e; I don't worry that missing a rule will mess everything up.</p><p></p><p>I'm looking forward to the MM, but I'm a bit concerned that there's far too much fluff for each monster. I like the old two-paragraph BECMI approach to (most) monsters, where the DM fits them in where he/she sees fit. Not the "you must have this monster as a minion of X monster" approach of 5e. I know you can ignore this (and I will), but it's still a pain to filter out all the "you must do it this way" stuff in modern D&D. So if anything, I'm finding 5e too prescriptive!</p><p></p><p>We've done (I think) four sessions, and the PCs are now 2nd level (much to by daughter's delight; a power gamer in the making?). Overall, we're (so far) very impressed with 5e.</p><p></p><p>Edit: I'm probably going to run a game with some friends fairly soon, set in the same world, if we can agree a regular schedule for games (it's always difficult when you have jobs and kids; gone are the days when we could play for 8 hours straight twice a week...).</p></blockquote><p></p>
[QUOTE="Grainger, post: 6381647, member: 6779234"] I'm running a game with my partner and nearly-6-year-old child, with a home-brew campaign world. Basically, we're loving it. My partner and I are long-time BECMI players (with a bit of 2e thrown in); but we haven't played in anger for at least 10 years. My daughter, obviously, is completely new to roleplaying. Because we're old-school, we have no issues with Theatre of the Mind - that's how we've always rolled (in old-school, I played under 8 DMs and never saw a miniature in play!). We have no finicky rules questions; we just get on with it, and 5e plays pretty much as we used to play. The main difference is that 5e is a bit more tactical, due to the powers like Second Wind. Also, the ability to spend Hit Dice to heal means that the party can go on longer forays into the wilderness before it runs out of resources. That said, while the game may not be as dangerous as 1st-level BECMI, it's still plenty deadly enough if the players aren't careful, at least at 1st level. As far as house rules go, I don't have any, except some modifications for fluff. My 5e game has a pseudo-Norman setting, and as such I'm only allowing Chain-based armour (medium and heavy) and leather (not strictly historical, but for balance). For other armour types, these will just be better quality leather or chain (e.g. plate will be renamed "good quality chain", and will have the same cost and AC benefit as RAW). So, the game will have the same mechanics as RAW, but the fluff will make more sense in the setting. I'm very loathe to change rules until we have hundreds of hours of play under our belts. The only tweaks I might do will be to (possibly) ban certain player-character races (probably Drow, and possibly Tieflings and Draconians), as I'm not sure they will fit into my game world. That said, I like the relaxed feel of 5e; I don't worry that missing a rule will mess everything up. I'm looking forward to the MM, but I'm a bit concerned that there's far too much fluff for each monster. I like the old two-paragraph BECMI approach to (most) monsters, where the DM fits them in where he/she sees fit. Not the "you must have this monster as a minion of X monster" approach of 5e. I know you can ignore this (and I will), but it's still a pain to filter out all the "you must do it this way" stuff in modern D&D. So if anything, I'm finding 5e too prescriptive! We've done (I think) four sessions, and the PCs are now 2nd level (much to by daughter's delight; a power gamer in the making?). Overall, we're (so far) very impressed with 5e. Edit: I'm probably going to run a game with some friends fairly soon, set in the same world, if we can agree a regular schedule for games (it's always difficult when you have jobs and kids; gone are the days when we could play for 8 hours straight twice a week...). [/QUOTE]
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