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Trying to make 5e more oldish and want some people's opinions
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7535406"><p>I am certain someone has mentioned this by now, but some of the things you want to accomplish are already available in the DMG as adventuring and combat options:</p><p>1. Gritty Realism (DMG p. 267), Healer's Kit Dependency (p. 266), and Slow Natural Healing (p. 267)</p><p>4. Lingering Injuries (p. 272) sort of covers this.</p><p>5. Initiative Modifiers (p. 271)</p><p></p><p>2. Works fine. It is a bit more bookkeeping, but nothing major.</p><p>3. No idea what this is--sorry.</p><p>6. Sure, why not. </p><p>7. Hmm... the number of skills most characters get is pretty limited, so I would advise against your idea here. But, you do have a valid point, too, because in many stations of medieval life, reading and writing was NOT common at all. If that is the flavor for your game, I don't think using your idea would break anything.</p><p></p><p>Any changes to the magic system might change the nature of the system in your game. Doesn't mean it won't work, but I'd give it a lot of thought.</p><p></p><p>As for arcane spells, I agree a lot with you on this one. I remember in 1E the "Change to Know Each Listed Spell" was the same as your chance to learn a spell. A simple way to implement this in 5E would make the chance 5% per point of Intelligence (alternatively Charisma for Sorcerers and Warlocks). So, an Int 14 would have a 70% to know of a spell, and you could even use the same number for the chance to learn it, maybe allowing additional attempts with each new level.</p><p></p><p>Finally, many posts will say "Don't change it! Play it first. You'll learn to love it. Blah blah blah." And you know what, they are right in their way. 5E, played completely RAW, works fine. That doesn't mean, however, it works as YOU want to play it. So, change what you want. If you find out later on a change was a bad idea, go RAW or come up with something else. I personally love house-rules and I will have several of them before it is over. Remember...</p><p></p><p><strong>Make it yours and your players game so you have as much fun as possible!</strong></p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7535406"] I am certain someone has mentioned this by now, but some of the things you want to accomplish are already available in the DMG as adventuring and combat options: 1. Gritty Realism (DMG p. 267), Healer's Kit Dependency (p. 266), and Slow Natural Healing (p. 267) 4. Lingering Injuries (p. 272) sort of covers this. 5. Initiative Modifiers (p. 271) 2. Works fine. It is a bit more bookkeeping, but nothing major. 3. No idea what this is--sorry. 6. Sure, why not. 7. Hmm... the number of skills most characters get is pretty limited, so I would advise against your idea here. But, you do have a valid point, too, because in many stations of medieval life, reading and writing was NOT common at all. If that is the flavor for your game, I don't think using your idea would break anything. Any changes to the magic system might change the nature of the system in your game. Doesn't mean it won't work, but I'd give it a lot of thought. As for arcane spells, I agree a lot with you on this one. I remember in 1E the "Change to Know Each Listed Spell" was the same as your chance to learn a spell. A simple way to implement this in 5E would make the chance 5% per point of Intelligence (alternatively Charisma for Sorcerers and Warlocks). So, an Int 14 would have a 70% to know of a spell, and you could even use the same number for the chance to learn it, maybe allowing additional attempts with each new level. Finally, many posts will say "Don't change it! Play it first. You'll learn to love it. Blah blah blah." And you know what, they are right in their way. 5E, played completely RAW, works fine. That doesn't mean, however, it works as YOU want to play it. So, change what you want. If you find out later on a change was a bad idea, go RAW or come up with something else. I personally love house-rules and I will have several of them before it is over. Remember... [B]Make it yours and your players game so you have as much fun as possible![/B] [/QUOTE]
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Community
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Trying to make 5e more oldish and want some people's opinions
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