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<blockquote data-quote="S'mon" data-source="post: 6573515" data-attributes="member: 463"><p>I don't know what the stealth rules say, I'm probably using something like the 4e rules, or whatever seems appropriate - Theatre of the Mind makes that easy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>The lack of ridiculous 3e 'natural armour' bonuses is definitely a plus - they were a terrible idea that easily resulted in tpk monsters if the gm just stacked a few defensive spells on top, mage armour notably. My experience so far with the monsters is that weak monsters play fabulously - goblins, orcs, brigands & such - but I'm concerned stronger ones will be dull, we had our first small bit of grind today as the pcs fought 3 gnolls - lots of hp, not a lot of damage. It was nothing like a bad 4e fight, though.</p><p>I think 5e can have its dials turned to look like a lot like Essentials, but it can also have its dials turned to look like 1e (with Uneathed Arcana - there are some inescapable fiddly bits). I've been trying to present player-facing stuff 1e-style while using lessons from 4e for stuff like building monsters, eg here's an npc </p><p>paladin companion character I did, based off the MM knight:</p><p></p><p><em>Malenn, Paladin of Mitra</em></p><p><em>Medium humanoid </em></p><p><em>Armor Class 9</em></p><p><em>Hit Points 52 (6d10 + 12) current hp:</em></p><p><em>Healing Dice 3 (d10+2)</em></p><p><em>Speed 30 ft. </em></p><p><em>Proficiency +3</em></p><p><em>STR 14 (+2) DEX 8 (-1) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 17 (+3) </em></p><p><em>Senses passive Perception 14 </em></p><p><em></em></p><p><em>Brave. Malenn has advantage on saving throws against being frightened. </em></p><p><em></em></p><p><em>Actions </em></p><p><em>Multiattack. Malenn can make two melee attacks. </em></p><p><em>Blessing of Mitra (Recharges after Long Rest - requires prayer to the rising sun to recharge): Action, requires a sprinkling of holy water, affects up to 3 willing allied creatures sprinkled on their foreheads. In the next encounter, whenever the Blessed allies make an attack roll or a saving throw they add +1d4 to the roll. A creature can benefit from only one Bless die at a time. Requires Concentration - this effect ends if she is incapacitated.</em></p><p><em>Lay on Hands: She can touch someone and restore up to 15 hp per day (or spend 5 hp to cure disease/poison). Recharges after long rest.</em></p><p><em></em></p><p><em>Reactions</em></p><p><em>Parry: She adds 2 to its AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.</em></p><p><em></em></p><p><em>Weapons</em></p><p><em>Unarmed ATT +4 dam 3 bludgeoning </em></p><p></p><p>No spells! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Instead of me struggling with the phb spell lists every time, the npc gets a limited number </p><p>of signature abilities to use, with an eye to what will be notable and useful.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6573515, member: 463"] I don't know what the stealth rules say, I'm probably using something like the 4e rules, or whatever seems appropriate - Theatre of the Mind makes that easy. :D The lack of ridiculous 3e 'natural armour' bonuses is definitely a plus - they were a terrible idea that easily resulted in tpk monsters if the gm just stacked a few defensive spells on top, mage armour notably. My experience so far with the monsters is that weak monsters play fabulously - goblins, orcs, brigands & such - but I'm concerned stronger ones will be dull, we had our first small bit of grind today as the pcs fought 3 gnolls - lots of hp, not a lot of damage. It was nothing like a bad 4e fight, though. I think 5e can have its dials turned to look like a lot like Essentials, but it can also have its dials turned to look like 1e (with Uneathed Arcana - there are some inescapable fiddly bits). I've been trying to present player-facing stuff 1e-style while using lessons from 4e for stuff like building monsters, eg here's an npc paladin companion character I did, based off the MM knight: [I]Malenn, Paladin of Mitra Medium humanoid Armor Class 9 Hit Points 52 (6d10 + 12) current hp: Healing Dice 3 (d10+2) Speed 30 ft. Proficiency +3 STR 14 (+2) DEX 8 (-1) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 17 (+3) Senses passive Perception 14 Brave. Malenn has advantage on saving throws against being frightened. Actions Multiattack. Malenn can make two melee attacks. Blessing of Mitra (Recharges after Long Rest - requires prayer to the rising sun to recharge): Action, requires a sprinkling of holy water, affects up to 3 willing allied creatures sprinkled on their foreheads. In the next encounter, whenever the Blessed allies make an attack roll or a saving throw they add +1d4 to the roll. A creature can benefit from only one Bless die at a time. Requires Concentration - this effect ends if she is incapacitated. Lay on Hands: She can touch someone and restore up to 15 hp per day (or spend 5 hp to cure disease/poison). Recharges after long rest. Reactions Parry: She adds 2 to its AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. Weapons Unarmed ATT +4 dam 3 bludgeoning [/I] No spells! :D Instead of me struggling with the phb spell lists every time, the npc gets a limited number of signature abilities to use, with an eye to what will be notable and useful. [/QUOTE]
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