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General Tabletop Discussion
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Worldbuilding Differences between 5e and 5.5?
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<blockquote data-quote="Scott Christian" data-source="post: 9214901" data-attributes="member: 6901101"><p>With the constant reassurance of retro-fitting, I don't really think it will change many game worlds. I mean, this is especially true for the MM, which explains you can change the monsters in the book already. So them tweaking the monsters does little. Regarding the classes and spells, it might encourage/discourage players from liking a specific class, but again, I doubt the overall landscape will change.</p><p></p><p>This much I know is true: Players that enjoy a specific class due to that class fitting their personality, will likely find the class they like enjoyable. Generically, the player that loves the thought of delving into books and spells and magic will always like playing a wizard. This is because WotC balances the classes fairly well. </p><p></p><p>A larger list of common magic items could influence world design. It depends on how deep the DM thinks about things. I could see some of my own stuff bending slightly. But there is a huge caveat to this. This assumes DMs have been restrictive with their magic item use. And if you look at the evidence, (published adventures, sections of books dedicated to magic items, a gazillion threads on cool magic items, third party books on magic items) there has never been a lack of magic items in most people's campaigns. There might be quite a few tables that use few magic items, but judging from the space inside core and third party books, I do not think it is the norm. </p><p></p><p>So long answer short, for most people it won't change a thing. </p><p></p><p>This one feels like a wait and see question.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9214901, member: 6901101"] With the constant reassurance of retro-fitting, I don't really think it will change many game worlds. I mean, this is especially true for the MM, which explains you can change the monsters in the book already. So them tweaking the monsters does little. Regarding the classes and spells, it might encourage/discourage players from liking a specific class, but again, I doubt the overall landscape will change. This much I know is true: Players that enjoy a specific class due to that class fitting their personality, will likely find the class they like enjoyable. Generically, the player that loves the thought of delving into books and spells and magic will always like playing a wizard. This is because WotC balances the classes fairly well. A larger list of common magic items could influence world design. It depends on how deep the DM thinks about things. I could see some of my own stuff bending slightly. But there is a huge caveat to this. This assumes DMs have been restrictive with their magic item use. And if you look at the evidence, (published adventures, sections of books dedicated to magic items, a gazillion threads on cool magic items, third party books on magic items) there has never been a lack of magic items in most people's campaigns. There might be quite a few tables that use few magic items, but judging from the space inside core and third party books, I do not think it is the norm. So long answer short, for most people it won't change a thing. This one feels like a wait and see question. [/QUOTE]
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