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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="Tony Vargas" data-source="post: 7712617" data-attributes="member: 996"><p>While you're managing your resources adequately, sure. </p><p></p><p>The main resource was always spells, until very high level, they took less than a day to refresh. That was the pacing of AD&D. 'Bout the same as 5e, 5e's just a bit less baroque about it.</p><p></p><p> I wasn't sure if you remembered that one, a lot of folks seem to have conveniently forgotten it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>That is the worst-case scenario for recovering hps. </p><p></p><p>Generally, though, recovering hps was a matter of casting spells, resting hours, and casting spells, all done in two days or so. Because letting it get to the point that you needed that week was something you avoided. Even if one guy was down for a week, everyone else probably would be healed up in a day or two. Heck, the guy that down would be healed up, he'd just be 'recovering' for the balance of the week anyway.</p><p></p><p>In 4e & 5e, because of heal-from-0, you have support types waiting until you drop to heal you, which is a little off, IMHO, but it's not a big impact on pacing. </p><p></p><p> OK, that doesn't sound like a pacing issue, anymore. </p><p></p><p> I wouldn't hesitate. So the monsters, curses, traps, and items are deadlier, you can still use the neater mechanics and more sophisticated player options of 5e. You only need to create each 'special' danger as it comes up. Seems like a solid option, to me - especially compared to fixing up AD&D mechanics.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7712617, member: 996"] While you're managing your resources adequately, sure. The main resource was always spells, until very high level, they took less than a day to refresh. That was the pacing of AD&D. 'Bout the same as 5e, 5e's just a bit less baroque about it. I wasn't sure if you remembered that one, a lot of folks seem to have conveniently forgotten it. ;) That is the worst-case scenario for recovering hps. Generally, though, recovering hps was a matter of casting spells, resting hours, and casting spells, all done in two days or so. Because letting it get to the point that you needed that week was something you avoided. Even if one guy was down for a week, everyone else probably would be healed up in a day or two. Heck, the guy that down would be healed up, he'd just be 'recovering' for the balance of the week anyway. In 4e & 5e, because of heal-from-0, you have support types waiting until you drop to heal you, which is a little off, IMHO, but it's not a big impact on pacing. OK, that doesn't sound like a pacing issue, anymore. I wouldn't hesitate. So the monsters, curses, traps, and items are deadlier, you can still use the neater mechanics and more sophisticated player options of 5e. You only need to create each 'special' danger as it comes up. Seems like a solid option, to me - especially compared to fixing up AD&D mechanics. [/QUOTE]
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