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What 5e got wrong
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<blockquote data-quote="pming" data-source="post: 6807205" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> Ok, now my non-reply post. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For me, what 5e got "wrong" was err'ing on the side of caution over deadly. IMHO, when they came upon something that would cause a characters death (or likely to do so) in 1e/2e/becmi, or even 3.x, they went with "less deadly, no/less chance" over "as is". In those situations I think they should have had an immediate "OPTIONAL" section/blurb for those DM's like me who prefer a more deadly game. Just look at the <em>Phantasmal Killer</em> spell thread. I'd much rather have it be "save or die". Power Word Kill...the 100hp restriction is laughably low for 5e! I had a barbarian PC in my group with about 90hp...and he was only 5th level! Almost guaranteed to crack 100 by 5th..and by the time he hit levels where bad guys would be capable of throwing around Power Word Kill...well, yeah, at that point it's not "Power Word Kill" anymore, it's more like "Power Word Harsh-Language".</p><p></p><p>My (and my group) like a more "deadly" game...we want to <em>feel</em> like death could be around any corner or throug the next door. The way 5e's default is set up, however, it's more like a game of "spooky explorations in kiddie-land" half the time. And the times when it isn't...it ends up being really jarring from a play perspective. The first few times that juxtaposition is exciting...but after a while it gets to the whole "Oh...I guess this is one of those 'deadly' parts...I'll start rolling up a new guy now...that's just...awesome...*sigh*...". Not near as f'ed up as 3.x/PF, where a party of 15th level PC's sees a group of 100 creatures and thinks "We can take 'em!", then sees a single creature standing int he middle of a massive cavern and thinks "Everyone! Shut the F up! SHHHH!!!!! Back away...<em>slowly</em>...now...RUN AWAY!".</p><p></p><p>As I say time and time again...consistency is key for running an engaging campaign world.</p><p></p><p>So, yeah. I think 5e missed the boat on having little tid-bits (notes, options, pearls of wisdom, suggestions, etc) scattered throughout the system for those who want a more 'deadly' game.</p><p></p><p>Oh, and what I said way earlier...Feats and MC. Just don't like the way they are done...still... Love the concept...hate the execution. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6807205, member: 45197"] Hiya! Ok, now my non-reply post. :) For me, what 5e got "wrong" was err'ing on the side of caution over deadly. IMHO, when they came upon something that would cause a characters death (or likely to do so) in 1e/2e/becmi, or even 3.x, they went with "less deadly, no/less chance" over "as is". In those situations I think they should have had an immediate "OPTIONAL" section/blurb for those DM's like me who prefer a more deadly game. Just look at the [I]Phantasmal Killer[/I] spell thread. I'd much rather have it be "save or die". Power Word Kill...the 100hp restriction is laughably low for 5e! I had a barbarian PC in my group with about 90hp...and he was only 5th level! Almost guaranteed to crack 100 by 5th..and by the time he hit levels where bad guys would be capable of throwing around Power Word Kill...well, yeah, at that point it's not "Power Word Kill" anymore, it's more like "Power Word Harsh-Language". My (and my group) like a more "deadly" game...we want to [I]feel[/I] like death could be around any corner or throug the next door. The way 5e's default is set up, however, it's more like a game of "spooky explorations in kiddie-land" half the time. And the times when it isn't...it ends up being really jarring from a play perspective. The first few times that juxtaposition is exciting...but after a while it gets to the whole "Oh...I guess this is one of those 'deadly' parts...I'll start rolling up a new guy now...that's just...awesome...*sigh*...". Not near as f'ed up as 3.x/PF, where a party of 15th level PC's sees a group of 100 creatures and thinks "We can take 'em!", then sees a single creature standing int he middle of a massive cavern and thinks "Everyone! Shut the F up! SHHHH!!!!! Back away...[I]slowly[/I]...now...RUN AWAY!". As I say time and time again...consistency is key for running an engaging campaign world. So, yeah. I think 5e missed the boat on having little tid-bits (notes, options, pearls of wisdom, suggestions, etc) scattered throughout the system for those who want a more 'deadly' game. Oh, and what I said way earlier...Feats and MC. Just don't like the way they are done...still... Love the concept...hate the execution. :( ^_^ Paul L. Ming [/QUOTE]
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