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General Tabletop Discussion
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What would 5E be like if the playtest's modularity promise was kept?
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<blockquote data-quote="Lanefan" data-source="post: 8640412" data-attributes="member: 29398"><p>They may have, but the older editions aren't in fact as hard-bounded as all that; it's not that you outright can't achieve numbers outside a certain range, it's just very difficult.</p><p></p><p>But in 1e, say, if you were lucky enough to get a stat up to 19 or 20 or even 21 through finding the right items, you could keep it and the game system could fairly easily handle it; all it took was a quick peek at Deities and Demigods. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (and it handles Strength up to the equivalent of 24 already, except instead of the 19-23 range it uses the 18.xx percentile system for those increments)</p><p></p><p>By the same token, if you're lucky enough to find a +5 sword and with it and a bunch of other things get your to-hit up to +10 or even higher, you should be able to do this; and again the game can handle it.</p><p></p><p>Along these lines, I've never agreed with 1e's hard limit where the best AC you can get is -10; in my view if you can somehow get your AC to -11 you should be able to use it. The best I've ever seen is -12, and that was done by a player who was something of an optimization master, so as DM I'm not too worried about those few extra points rearing their heads now and then.</p><p></p><p>And that's something that to me is vitally important for the old-school feel: the sense that everything is open-ended, even if getting to those open ends might be nigh impossible.</p><p></p><p>As for the last point: lower hit points all round makes combat faster, swingier, and deadlier - and thus a less-attractive option in many cases - which also is very old-school.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8640412, member: 29398"] They may have, but the older editions aren't in fact as hard-bounded as all that; it's not that you outright can't achieve numbers outside a certain range, it's just very difficult. But in 1e, say, if you were lucky enough to get a stat up to 19 or 20 or even 21 through finding the right items, you could keep it and the game system could fairly easily handle it; all it took was a quick peek at Deities and Demigods. :) (and it handles Strength up to the equivalent of 24 already, except instead of the 19-23 range it uses the 18.xx percentile system for those increments) By the same token, if you're lucky enough to find a +5 sword and with it and a bunch of other things get your to-hit up to +10 or even higher, you should be able to do this; and again the game can handle it. Along these lines, I've never agreed with 1e's hard limit where the best AC you can get is -10; in my view if you can somehow get your AC to -11 you should be able to use it. The best I've ever seen is -12, and that was done by a player who was something of an optimization master, so as DM I'm not too worried about those few extra points rearing their heads now and then. And that's something that to me is vitally important for the old-school feel: the sense that everything is open-ended, even if getting to those open ends might be nigh impossible. As for the last point: lower hit points all round makes combat faster, swingier, and deadlier - and thus a less-attractive option in many cases - which also is very old-school. [/QUOTE]
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What would 5E be like if the playtest's modularity promise was kept?
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