Halivar
First Post
For those that have run 5E games: what fundamental conceits are necessary (or maybe even just more synergistic) for world-building in 5th Edition? I had trouble fitting a lot of my campaign ideas into 4E because the rules (at its release) ruled out certain tropes I'd gotten used to in 3E, such as mid-level teleportation and flying.
I don't use published settings or adventures, so I wanted to start designing a game world for 5E so I can hit the ground running with it, but I'm not sure what concepts and conceits are going to run counter to the game as it was intended to be played.
Here are some things I'd like to do without houseruling or adjusting encounters to compensate:
- Magic is low access, but powerful and marvelous; not pervasive.
- No magic Walmarts whatsoever; random curio shops may have "plot items". In general, if you want something magical, you have to make it or do something dangerous to acquire it.
- "Classic" dungeon crawl support (3E and 4E just don't "feel" the same; can't explain it).
That's all I can think of right now. Can 5E support this kind of play? What other world-building conceits do the rules encourage?
I don't use published settings or adventures, so I wanted to start designing a game world for 5E so I can hit the ground running with it, but I'm not sure what concepts and conceits are going to run counter to the game as it was intended to be played.
Here are some things I'd like to do without houseruling or adjusting encounters to compensate:
- Magic is low access, but powerful and marvelous; not pervasive.
- No magic Walmarts whatsoever; random curio shops may have "plot items". In general, if you want something magical, you have to make it or do something dangerous to acquire it.
- "Classic" dungeon crawl support (3E and 4E just don't "feel" the same; can't explain it).
That's all I can think of right now. Can 5E support this kind of play? What other world-building conceits do the rules encourage?