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With the Holy Trinity out, let's take stock of 5E
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<blockquote data-quote="pemerton" data-source="post: 6465478" data-attributes="member: 42582"><p>My response to this is similar to [MENTION=22779]Hussar[/MENTION]'s - I don't really see it, perhaps because I still really don't have a clear handle on what you have in mind.</p><p></p><p>Critical hit systems in 4e use the disease track. I don't see how this is any different from lingering wounds in 5e.</p><p></p><p>Alternate healing (as in, changing rest periods, or linking recovery to successes in a skill challenge) is a very common house rule in 4e. Are you talking about stripping out healing surges altogether? That would strike me as being on a par with stripping hit points out of 5e (ie non-trivial).</p><p></p><p>I'm not sure what you mean by variant tactics - can you give an example? Shifting from grid to hex isn't something I've tried, but presumably isn't any harder than the way it's handled in 5e.</p><p></p><p>New classes are obviously hard, as [MENTION=1288]Mouseferatu[/MENTION] confirms, but I know that new themes aren't hard, because I have designed one and it was pretty easy. I think a new class for 5e would be harder than AD&D, though probably not as hard as 4e simply because martial characters aren't expected to have the same range of options, and a magic-using class will borrow from the existing spell-lists.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6465478, member: 42582"] My response to this is similar to [MENTION=22779]Hussar[/MENTION]'s - I don't really see it, perhaps because I still really don't have a clear handle on what you have in mind. Critical hit systems in 4e use the disease track. I don't see how this is any different from lingering wounds in 5e. Alternate healing (as in, changing rest periods, or linking recovery to successes in a skill challenge) is a very common house rule in 4e. Are you talking about stripping out healing surges altogether? That would strike me as being on a par with stripping hit points out of 5e (ie non-trivial). I'm not sure what you mean by variant tactics - can you give an example? Shifting from grid to hex isn't something I've tried, but presumably isn't any harder than the way it's handled in 5e. New classes are obviously hard, as [MENTION=1288]Mouseferatu[/MENTION] confirms, but I know that new themes aren't hard, because I have designed one and it was pretty easy. I think a new class for 5e would be harder than AD&D, though probably not as hard as 4e simply because martial characters aren't expected to have the same range of options, and a magic-using class will borrow from the existing spell-lists. [/QUOTE]
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With the Holy Trinity out, let's take stock of 5E
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