Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What would you miss about 5E if you were playing AD&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Barolo" data-source="post: 7128354" data-attributes="member: 61932"><p>Do you know what are the specific 5e characteristics that lead to this happening? I was thinking if it is related to bounded accuracy leading to heroes hitting enemies too frequently when compared to the older editions, but on the other hand, every monster has way more HD/HPs now. Then I thought maybe the percentile spell resistance, combined with overall improved saves for high HD monsters was a more effective defense, but then again low level "bosses" usually could not count on those, and it seems to me hyperboosting your melee allies was quite reliable at the higher levels when it finally was not a clever idea to just try to affect a 80% SR elder dragon or true demon directly.</p><p></p><p>Maybe the poor thief was too ineffective on those kinds of fights (while in 5e they can hit hard in pretty much any encounter) and the cleric was pushed to a defensive game, so the overall offensive power of a "standard four-heroes group" was lower, making fights last longer?</p><p></p><p>.....</p><p></p><p></p><p>Anyhow, back to the topic, one thing I find interesting in 5e, and that would get lost when playing AD&D is the way saves (don't) evolve. To me it feels low level magic in 5e is generally unreliable (for spells whose effects depend heavily on failed saves, that is. Attacking spells seem less finicky, damaging dex-save spells still get the work done, and some other low level spells even outright just work). This changes gradually throughout the game, so that at the higher levels of gameplay they become very reliable as long as the spellcaster is smart enough to evaluate their enemies and exploit their weaknesses (as even the highest CR monsters still have one or another untrained save, based on a not-so-stupidly-high attribute, which is usually inferable through the monsters characteristics).</p><p></p><p>The above-mentioned, and also the way attacks in general evolve in relation to defenses, effectively changes low-level and high-level gameplay, and to me it seems that while a low level hero needs to rely o luck and being generally careful, a high level hero is more responsible for their own fate, as their decisions result in more strongly determined results, and this feels right to me.</p><p></p><p>The added feature of the current save system is that a high level wizard does get a better chance of charming that lowly goblin, something generally absent during the 1e/2e era. Oh, I just realized by writing this that the to say spells do not automatically scale in 5e is somewhat superficial, as whereas damaging spells do not automatically scale damage (as they used to), all spells that are resistible by saves do scale in 5e at least in efficiency.</p><p></p><p></p><p>As a last note, I do feel, though, that some higher-tier monsters in 5e should have some other spell protection buffer, as I am not a big fan of spell resistance giving advantage to saves or of legendary resistances as they are, and am not convinced that either of these mechanics delivers what they wanted to. I did not like the old percentile spell resistance either, as sometimes it would feel like a very blunt solution, but at least it had the work done.</p></blockquote><p></p>
[QUOTE="Barolo, post: 7128354, member: 61932"] Do you know what are the specific 5e characteristics that lead to this happening? I was thinking if it is related to bounded accuracy leading to heroes hitting enemies too frequently when compared to the older editions, but on the other hand, every monster has way more HD/HPs now. Then I thought maybe the percentile spell resistance, combined with overall improved saves for high HD monsters was a more effective defense, but then again low level "bosses" usually could not count on those, and it seems to me hyperboosting your melee allies was quite reliable at the higher levels when it finally was not a clever idea to just try to affect a 80% SR elder dragon or true demon directly. Maybe the poor thief was too ineffective on those kinds of fights (while in 5e they can hit hard in pretty much any encounter) and the cleric was pushed to a defensive game, so the overall offensive power of a "standard four-heroes group" was lower, making fights last longer? ..... Anyhow, back to the topic, one thing I find interesting in 5e, and that would get lost when playing AD&D is the way saves (don't) evolve. To me it feels low level magic in 5e is generally unreliable (for spells whose effects depend heavily on failed saves, that is. Attacking spells seem less finicky, damaging dex-save spells still get the work done, and some other low level spells even outright just work). This changes gradually throughout the game, so that at the higher levels of gameplay they become very reliable as long as the spellcaster is smart enough to evaluate their enemies and exploit their weaknesses (as even the highest CR monsters still have one or another untrained save, based on a not-so-stupidly-high attribute, which is usually inferable through the monsters characteristics). The above-mentioned, and also the way attacks in general evolve in relation to defenses, effectively changes low-level and high-level gameplay, and to me it seems that while a low level hero needs to rely o luck and being generally careful, a high level hero is more responsible for their own fate, as their decisions result in more strongly determined results, and this feels right to me. The added feature of the current save system is that a high level wizard does get a better chance of charming that lowly goblin, something generally absent during the 1e/2e era. Oh, I just realized by writing this that the to say spells do not automatically scale in 5e is somewhat superficial, as whereas damaging spells do not automatically scale damage (as they used to), all spells that are resistible by saves do scale in 5e at least in efficiency. As a last note, I do feel, though, that some higher-tier monsters in 5e should have some other spell protection buffer, as I am not a big fan of spell resistance giving advantage to saves or of legendary resistances as they are, and am not convinced that either of these mechanics delivers what they wanted to. I did not like the old percentile spell resistance either, as sometimes it would feel like a very blunt solution, but at least it had the work done. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What would you miss about 5E if you were playing AD&D?
Top