D&D 5E This Game Feels Like D&D 3.Xe


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iserith

Magic Wordsmith
Halflings are good looking and the elves are ugly (j/k).

With more emphasis on alignment ... only Lawful Good Paladins, Neutral Druids, Chaotic Barbarians and Lawful monks (for NPC's only?)
Forgot about Chaotic Barbarians and Lawful Monks. I'm adding that in.

Encumbrance (serious on this one)
Negative hit points instead of death saves (maybe?)
+1 to +3 bonuses that randomly stack or don't stack for things that aren't good enough for getting Advantage/Disadvantage (semi-serious maybe?)
Definitely included the variant encumbrance rules as the adventures are dungeon-based.

Not sure about the negative hit points. I'd have to think about that. The variable bonuses I definitely won't use. I'm running and playing in some D&D 4e games now and I definitely don't miss all the fiddly bits for bonuses.
 



Cadence

Legend
Supporter
Actively discourage metagame thinking as being a bad thing. (3.5 DMG page 11) <- I'm assuming this one is a hard no ;-)

Arguing about which splat books are allowed.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Varying resistances!
e.i:
Creature resistant to damage from weapon not made from a specific material.
Creatures immune to damage from weapon of +2 enchantment or less.
Damage reduction like resist Fire 5, Ice 10 etc

and bring back the old energy types:
fire, cold, acid, lighting, arcane, negative, divine (sacred? positive?), sonic

Maybe go back to poison and disease draining an ability score.

For a bigger change, I'd go as a far as suggesting as to remove Concentration. Pre-buff like there's no tomorrow, baby! BUT....I'd give AoO for casting spells in melee, and spell disruption on a hit.

Also, AoO for every reason possible: moving more than 5' without disengaging, standing from prone, shooting in melee, using an item in melee etc

Varying crit range and multiplier are a fun idea, maybe just take the weapon/armor chart of the 3.5e PHB? No need for crit confirmation, those were dumb.
 

Maxperson

Morkus from Orkus
My experience is that the play experience between editions is very different and, when I've run them more or less the same, it doesn't work very well. Here I just plan on doing a regular D&D 5e game but have a few little nods to D&D 3.Xe for funsies.
Ask for spot, listen, insert 3e skill here checks, even though they will be rolling perception, athletics, etc.
 


Charlaquin

Goblin Queen (She/Her/Hers)
Definitely some variant healing rule to slow down natural recovery. I think the DMG “gritty realism” rule of 8 hour short and 1 week long, while mechanically different from 3.5’s natural healing, would be sufficient to create the feel of healing without magic taking forever.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Definitely some variant healing rule to slow down natural recovery. I think the DMG “gritty realism” rule of 8 hour short and 1 week long, while mechanically different from 3.5’s natural healing, would be sufficient to create the feel of healing without magic taking forever.
Woulnt it be better to just tack the recovery system for spells and hp from 3.5 on 5e?

I dont have any idea what it was, though, so maybe those mechanics dont exist in 5e no more?
 

Lakesidefantasy

Adventurer
You could use stuff from the Level Up Advanced Fifth Edition rules. It reads a lot like Third Edition. Replace the Expertise Die mechanic with +2 bonuses. In fact, that was a big part of Third Edition--stacking various modifiers into a roll instead of the Advantage Die of Fifth Edition.
 

pukunui

Legend
I ran a 5e game a while back where hit point recovery during a long rest equaled your character level + your Con mod. I know that's not exactly how it worked in 3.x but it did what I wanted better than the official "gritty" variants in the DMG.

Maybe, probably, more trouble than its worth but break feats up mechanically and give them out more in bits.
Easiest thing to do would be to say that when you take a feat, you just get one bullet point benefit at a time. Also, to get that real 3.x feel, you'd need to decouple feats from ability score improvements. Feats weren't optional. You'd just get them automatically at certain levels.
 
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Have at least one Iron Golem immune to magic, one undead actually drain levels, and one spellcaster ignore the 5E rules and cast 3E spells (maybe even loudly saying he's doing it, while breaking a one use temporal crystal or something).
 




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