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<blockquote data-quote="S'mon" data-source="post: 6573498" data-attributes="member: 463"><p>Conjectures - I think 5e doesn't kick back against lllusionism like 4e. But I don't think it has the massive PC vulnerability and class imbalance issues of 3e, it really seems to play very like AD&D (esp 2e), as we have discussed - and 2e gets a bad rap but IME 1e & 2e are a lot more robust than 3e; eg you can teleport a powerful demon into the high level PC's boudoir without auto-killing the PC (absent massive fudging). Instead you get a fun dramatic scene. GMing 3e I had to leave off doing all the evil things I used to do to the PCs, because guaranteed TPK is no fun. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> </p><p>Because 5e is relatively mechanically robust, I think it doesn't push TOWARDS illusionism the way 3e or PF do. It looks a much better system for running Paizo APs than Pathfinder is, for instance.</p><p></p><p>Turn Undead - I'm quite proud of this bit of design work, it brings 1e style Turning back to D&D:</p><p>Turn Undead: 1/short rest</p><p>Action: present holy symbol. Roll a single d20+WIS+Prof attack to Turn, opposed by all Undead within 30' "passive WIS Save": the roll must equal or exceed 11 plus the Undead's WIS save bonus. If succeed, Undead you can see within 30' are turned, fleeing for 1 minute (PHB 59).</p><p></p><p>Turn Undead Calculated DCs (roll attack roll vs DC):</p><p>skeleton 10</p><p>zombie, ogre zombie, ghoul, ghast* 11</p><p>wight 12</p><p>beholder zombie, will-o-wisp, wraith 13</p><p>vampire spawn 14</p><p>vampire* 18</p><p></p><p>Spell cap - max 6th level spells, can use lower level spells in higher level slots normally. This is more about worldbuilding, I don't expect to see 13th level PCs in the current campaign.</p><p></p><p>Movement - the first rule of 5e movement, we don't talk about 5e movement. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> So far the players and I have acted as if 5e's emergent 'Conga Line of Doom' tactics are not possible, instead it's more like move+attack, and you can hold a choke point just like in real life. I guess I'm running it like 1e - once in combat you're locked in, unless you take a special 'flee' action, or you kill all your opponents. That latter point means that a high level Fighter could move across the battlefield cutting down swathes of foes, though, unlike 3e's (IMO) terrible movement/attack rules. So you can move-attack-move, but only if your attack kills the enemy.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6573498, member: 463"] Conjectures - I think 5e doesn't kick back against lllusionism like 4e. But I don't think it has the massive PC vulnerability and class imbalance issues of 3e, it really seems to play very like AD&D (esp 2e), as we have discussed - and 2e gets a bad rap but IME 1e & 2e are a lot more robust than 3e; eg you can teleport a powerful demon into the high level PC's boudoir without auto-killing the PC (absent massive fudging). Instead you get a fun dramatic scene. GMing 3e I had to leave off doing all the evil things I used to do to the PCs, because guaranteed TPK is no fun. :( Because 5e is relatively mechanically robust, I think it doesn't push TOWARDS illusionism the way 3e or PF do. It looks a much better system for running Paizo APs than Pathfinder is, for instance. Turn Undead - I'm quite proud of this bit of design work, it brings 1e style Turning back to D&D: Turn Undead: 1/short rest Action: present holy symbol. Roll a single d20+WIS+Prof attack to Turn, opposed by all Undead within 30' "passive WIS Save": the roll must equal or exceed 11 plus the Undead's WIS save bonus. If succeed, Undead you can see within 30' are turned, fleeing for 1 minute (PHB 59). Turn Undead Calculated DCs (roll attack roll vs DC): skeleton 10 zombie, ogre zombie, ghoul, ghast* 11 wight 12 beholder zombie, will-o-wisp, wraith 13 vampire spawn 14 vampire* 18 Spell cap - max 6th level spells, can use lower level spells in higher level slots normally. This is more about worldbuilding, I don't expect to see 13th level PCs in the current campaign. Movement - the first rule of 5e movement, we don't talk about 5e movement. :) So far the players and I have acted as if 5e's emergent 'Conga Line of Doom' tactics are not possible, instead it's more like move+attack, and you can hold a choke point just like in real life. I guess I'm running it like 1e - once in combat you're locked in, unless you take a special 'flee' action, or you kill all your opponents. That latter point means that a high level Fighter could move across the battlefield cutting down swathes of foes, though, unlike 3e's (IMO) terrible movement/attack rules. So you can move-attack-move, but only if your attack kills the enemy. [/QUOTE]
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