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Trying to make 5e more oldish and want some people's opinions
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<blockquote data-quote="guachi" data-source="post: 7534356" data-attributes="member: 6785802"><p>Don't change things until you've actually played the game first. However, I'll give you my opinion on the things you've proposed.</p><p></p><p>1. In my 2-year campaign which recently ended I added the optional rules of Slow Natural Healing (no HP, only HD on long rest) and Gritty Realism (1 week long rest). I started out the campaign with Slow Natural Healing based on prior 5e experience and I had mentioned to my players I was thinking of adding Gritty Realism to make overland travel/wilderness hex crawls more difficult. </p><p></p><p>It wasn't necessary early on as the low levels (1-3) were short dungeon crawls. But when I eventually added it, it was the second best change I ever made. I also eliminated short rests, multiplied short rest abilities by 3, and triggered them off of long rest. THIS was the best change I made.</p><p></p><p>2. This is probably unnecessarily fiddly. I don't think you gain much by adding it to the game.</p><p></p><p>3. I don't know what "rest of the weary" means so I can't comment.</p><p></p><p>4. There is nothing "old school" to me about critical hit tables. I know they existed, but I don't consider them old school. Though critical hits can already insta-kill you if lots of dice are involved (rogue sneak attack, notably).</p><p></p><p>5. I don't feel it adds much. Heck, like others have said a longer weapon is arguably one that will hit first, anyway. Personally, I'd get rid of Dexterity modifier to initiative and go straight d20 as Dex is already a great stat.</p><p></p><p>6. A good change for many games.</p><p></p><p>7. Also a good change depending on the technology level you are going for.</p><p></p><p>8. Spheres are nice. It was a 2e change I liked. 5e alludes to it by, instead of limiting spells, by giving clerics spells to each Domain for free (not requiring a memorization slot). If you'd like to add spheres limiting spells, you probably don't need to make lists for every Domain, only whatever Domains the PCs actually choose.</p><p></p><p>9. Wizards being able to pick spells means that wizards aren't reliant on DMs to ensure there are enough spells available. A Wizard can go his entire career in 5e and only get his 2 spells per level and not be underpowered. It makes perfect sense to me as it indicates the Wizard working on perfecting and creating those two spells. </p><p></p><p>On the other hand, in my 2-year campaign I almost entirely used old modules from the '80s. We didn't get a Wizard until about 6 months into the campaign, but the party had kept all of the spell books and scrolls. The Wizard was drowning in spells, even considering I required her to roll to copy/learn each spell. She didn't actually need the two spells per level the book gives her. If you plan on providing lots of scrolls/books you can remove the automatic spells per level but I like the rule as it's a good fallback.</p><p></p><p>The net result was, probably exacerbated by the Wizard's player being in 7th grade, that she rarely used her other spells. It was just too many choices.</p></blockquote><p></p>
[QUOTE="guachi, post: 7534356, member: 6785802"] Don't change things until you've actually played the game first. However, I'll give you my opinion on the things you've proposed. 1. In my 2-year campaign which recently ended I added the optional rules of Slow Natural Healing (no HP, only HD on long rest) and Gritty Realism (1 week long rest). I started out the campaign with Slow Natural Healing based on prior 5e experience and I had mentioned to my players I was thinking of adding Gritty Realism to make overland travel/wilderness hex crawls more difficult. It wasn't necessary early on as the low levels (1-3) were short dungeon crawls. But when I eventually added it, it was the second best change I ever made. I also eliminated short rests, multiplied short rest abilities by 3, and triggered them off of long rest. THIS was the best change I made. 2. This is probably unnecessarily fiddly. I don't think you gain much by adding it to the game. 3. I don't know what "rest of the weary" means so I can't comment. 4. There is nothing "old school" to me about critical hit tables. I know they existed, but I don't consider them old school. Though critical hits can already insta-kill you if lots of dice are involved (rogue sneak attack, notably). 5. I don't feel it adds much. Heck, like others have said a longer weapon is arguably one that will hit first, anyway. Personally, I'd get rid of Dexterity modifier to initiative and go straight d20 as Dex is already a great stat. 6. A good change for many games. 7. Also a good change depending on the technology level you are going for. 8. Spheres are nice. It was a 2e change I liked. 5e alludes to it by, instead of limiting spells, by giving clerics spells to each Domain for free (not requiring a memorization slot). If you'd like to add spheres limiting spells, you probably don't need to make lists for every Domain, only whatever Domains the PCs actually choose. 9. Wizards being able to pick spells means that wizards aren't reliant on DMs to ensure there are enough spells available. A Wizard can go his entire career in 5e and only get his 2 spells per level and not be underpowered. It makes perfect sense to me as it indicates the Wizard working on perfecting and creating those two spells. On the other hand, in my 2-year campaign I almost entirely used old modules from the '80s. We didn't get a Wizard until about 6 months into the campaign, but the party had kept all of the spell books and scrolls. The Wizard was drowning in spells, even considering I required her to roll to copy/learn each spell. She didn't actually need the two spells per level the book gives her. If you plan on providing lots of scrolls/books you can remove the automatic spells per level but I like the rule as it's a good fallback. The net result was, probably exacerbated by the Wizard's player being in 7th grade, that she rarely used her other spells. It was just too many choices. [/QUOTE]
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