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Trying to make 5e more oldish and want some people's opinions
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<blockquote data-quote="Shiroiken" data-source="post: 7534346" data-attributes="member: 6775477"><p>Switching editions can be tricky, but 5E is one that most older players can transition into fairly easily. Mechanically it is very different from AD&D, but the style of play is very much the same. That said, changing mechanics out the gate may not be the best choice, because they have been fairly well tested and balanced. You SHOULD change things to fit your groups preferences, but it's often best to understand why something is the way it is before changing it.</p><p></p><p>1. There is an alternate healing variant in the DMG that pretty much does this. It will greatly affect the number of encounters the party can face in any given day, so be aware of this when designing adventures. You might be better off using a lot of "Easy" encounters (from the DMG's creating encounters guideline) if using this option.</p><p></p><p>2. You could also group the weapons into: light blades, heavy blades, axes, hammers, etc, rather than using a specific number of weapons. It probably won't make much of a difference, unless they find a magical weapon that no one has proficiency in.</p><p></p><p>3. Not sure what this is, so can't comment.</p><p></p><p>4. Using extra effects for critical hits and misses can create a lot of chaos in combat, which isn't necessarily a bad thing. I'd avoid anything that is a permanent injury, because having a character die feels bad, but having one become useless is worse. Had it happen in 2E as well as 5E (they have a lingering injury table in the DMG), and it's generally not good for the game, IMO, but your group may like it.</p><p></p><p>5. There is an initiative variant in the DMG that does this.</p><p> </p><p>6. Whatever works for you. Languages have been greatly pared down in 5E, so this really shouldn't be an issue.</p><p></p><p>7. I've add the houserule that you gain additional languages or tool proficiency equal to your Int modifier (or lose them, if negative). Skills are hard to come by, but languages and tool proficiency are easier.</p><p></p><p>8 I like the concept of spheres, but the Domain system runs a lot smoother. If you have issue with a character preparing a spell that is way out of the deity's purview (such as Animate Dead by a Nature deity), you can simply declare that the deity refuses to grant the spell. Much easier to work it that way, and you can even RP the experience with the player via. an agent of the deity (such as an angel), in case the player can actually provide a reason why the deity might allow it.</p><p></p><p>9 Wizards no longer have to "know" a spell to put it in their spellbook, as they did in AD&D. "Knowing" a spell is a completely different mechanic, meaning that they always have it prepared. If you want to require wizards to make a check to be able to understand a spell before they can prepare it, as they did in AD&D, you can simply require an Int/Arcana check (maybe DC 10+ spell level), allowing a recheck upon gaining a level. This really is only an issue if you provide a lot of scrolls or enemy spellbooks for the wizard to take advantage of, since wizards only gain 2 spells naturally each time they level (I can say from experience that it's not much).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7534346, member: 6775477"] Switching editions can be tricky, but 5E is one that most older players can transition into fairly easily. Mechanically it is very different from AD&D, but the style of play is very much the same. That said, changing mechanics out the gate may not be the best choice, because they have been fairly well tested and balanced. You SHOULD change things to fit your groups preferences, but it's often best to understand why something is the way it is before changing it. 1. There is an alternate healing variant in the DMG that pretty much does this. It will greatly affect the number of encounters the party can face in any given day, so be aware of this when designing adventures. You might be better off using a lot of "Easy" encounters (from the DMG's creating encounters guideline) if using this option. 2. You could also group the weapons into: light blades, heavy blades, axes, hammers, etc, rather than using a specific number of weapons. It probably won't make much of a difference, unless they find a magical weapon that no one has proficiency in. 3. Not sure what this is, so can't comment. 4. Using extra effects for critical hits and misses can create a lot of chaos in combat, which isn't necessarily a bad thing. I'd avoid anything that is a permanent injury, because having a character die feels bad, but having one become useless is worse. Had it happen in 2E as well as 5E (they have a lingering injury table in the DMG), and it's generally not good for the game, IMO, but your group may like it. 5. There is an initiative variant in the DMG that does this. 6. Whatever works for you. Languages have been greatly pared down in 5E, so this really shouldn't be an issue. 7. I've add the houserule that you gain additional languages or tool proficiency equal to your Int modifier (or lose them, if negative). Skills are hard to come by, but languages and tool proficiency are easier. 8 I like the concept of spheres, but the Domain system runs a lot smoother. If you have issue with a character preparing a spell that is way out of the deity's purview (such as Animate Dead by a Nature deity), you can simply declare that the deity refuses to grant the spell. Much easier to work it that way, and you can even RP the experience with the player via. an agent of the deity (such as an angel), in case the player can actually provide a reason why the deity might allow it. 9 Wizards no longer have to "know" a spell to put it in their spellbook, as they did in AD&D. "Knowing" a spell is a completely different mechanic, meaning that they always have it prepared. If you want to require wizards to make a check to be able to understand a spell before they can prepare it, as they did in AD&D, you can simply require an Int/Arcana check (maybe DC 10+ spell level), allowing a recheck upon gaining a level. This really is only an issue if you provide a lot of scrolls or enemy spellbooks for the wizard to take advantage of, since wizards only gain 2 spells naturally each time they level (I can say from experience that it's not much). [/QUOTE]
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