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Why my friends hate talking to me about 5e.
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<blockquote data-quote="James Gasik" data-source="post: 8690396" data-attributes="member: 6877472"><p>Thank you, but the fact of the matter is, I'm pretty sure they'd hate the exhaustion penalties if they were implemented. Changing <em>lesser restoration </em>to remove fatigue like it does in Pathfinder (and possibly 3.5 too, it's been awhile) would just force the Cleric to use more resources than they already do. Personally, I don't actually believe my players are happy with 5e, but they are stubbornly resistant to changing games at the moment. I'm trying to use minimal house rules as well, because I noticed a trend- in the past, I would have large lists of house rules, and all that happened was, the players always forgot them!</p><p></p><p>It was too much to learn the game and then relearn the game. It doesn't help that no two tables play the same way, and if they see a video on youtube or tiktok talking about the rules, they come back to me and say "this is supposed to be like this, why would you change it, that just confuses me!".</p><p></p><p>So I'm like, fine, you want to play by core, we'll play by core. Most of the adjustments I've done are behind the scenes stuff they don't see, like adjusting monsters or changing magic items- for example, I've all but done away with attunement. </p><p></p><p>They still only have 3 attunement slots, because that's what they are used to, but items only have attunements if attuning to the item unlocks an additional benefit. I got the idea from a cursed axe in the update to Hidden Shrine of Tamoachan- if you attune to it, it gives you 5 extra hit points.</p><p></p><p>I also have magician's guilds who can create more "generic" and all around useful magic items if commissioned to do so, to ensure that anyone can get magic weapons, armor, and stuff that I feel is needed, but not game breaking, especially utility items that normal wealthy people would want.</p><p></p><p>The cool stuff is saved for adventuring.</p><p></p><p>IMO, magic items are the best patch for many of the game's woes, if you don't want to extensively overhaul it's engine to the point it's unrecognizable to the average player. I've been playing for a long time, and I've long since weaned myself of any reason for D&D to abide by real world logic. You took massive damage and are fine the next day? That's why it's called <strong>fantasy</strong>, friends! </p><p></p><p>I mean, you don't read a story where Conan hangs out in an Inn for three weeks recuperating very often, do you? What, he was beat up, dragged out into a desert and left to die? Well then, he gets up, murders something with his bare hands for food, drinks it's blood for water, walks out of that desert, and murders the guys who beat him up in the first place, then takes their gold and uses it on ale and women! That's how Cimmerians recuperate!</p><p></p><p>If they want to describe their characters limping around after a massive battle, that's cool with me. But I don't need to penalize them more because a fight was rougher than anticipated. The extra resources they'll have to use seems punishment enough to me. If they want the game to be more hardcore, I can just use tougher encounters.</p><p></p><p>And I just got a message from one of my players who saw my post with the old school critical hit chart and wants to use it in the game. These guys... <em>shakes my head</em></p></blockquote><p></p>
[QUOTE="James Gasik, post: 8690396, member: 6877472"] Thank you, but the fact of the matter is, I'm pretty sure they'd hate the exhaustion penalties if they were implemented. Changing [I]lesser restoration [/I]to remove fatigue like it does in Pathfinder (and possibly 3.5 too, it's been awhile) would just force the Cleric to use more resources than they already do. Personally, I don't actually believe my players are happy with 5e, but they are stubbornly resistant to changing games at the moment. I'm trying to use minimal house rules as well, because I noticed a trend- in the past, I would have large lists of house rules, and all that happened was, the players always forgot them! It was too much to learn the game and then relearn the game. It doesn't help that no two tables play the same way, and if they see a video on youtube or tiktok talking about the rules, they come back to me and say "this is supposed to be like this, why would you change it, that just confuses me!". So I'm like, fine, you want to play by core, we'll play by core. Most of the adjustments I've done are behind the scenes stuff they don't see, like adjusting monsters or changing magic items- for example, I've all but done away with attunement. They still only have 3 attunement slots, because that's what they are used to, but items only have attunements if attuning to the item unlocks an additional benefit. I got the idea from a cursed axe in the update to Hidden Shrine of Tamoachan- if you attune to it, it gives you 5 extra hit points. I also have magician's guilds who can create more "generic" and all around useful magic items if commissioned to do so, to ensure that anyone can get magic weapons, armor, and stuff that I feel is needed, but not game breaking, especially utility items that normal wealthy people would want. The cool stuff is saved for adventuring. IMO, magic items are the best patch for many of the game's woes, if you don't want to extensively overhaul it's engine to the point it's unrecognizable to the average player. I've been playing for a long time, and I've long since weaned myself of any reason for D&D to abide by real world logic. You took massive damage and are fine the next day? That's why it's called [B]fantasy[/B], friends! I mean, you don't read a story where Conan hangs out in an Inn for three weeks recuperating very often, do you? What, he was beat up, dragged out into a desert and left to die? Well then, he gets up, murders something with his bare hands for food, drinks it's blood for water, walks out of that desert, and murders the guys who beat him up in the first place, then takes their gold and uses it on ale and women! That's how Cimmerians recuperate! If they want to describe their characters limping around after a massive battle, that's cool with me. But I don't need to penalize them more because a fight was rougher than anticipated. The extra resources they'll have to use seems punishment enough to me. If they want the game to be more hardcore, I can just use tougher encounters. And I just got a message from one of my players who saw my post with the old school critical hit chart and wants to use it in the game. These guys... [I]shakes my head[/I] [/QUOTE]
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