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Adjule wrote:Oryou can do like so many others, and not allow rez magic if revivify is not something you like.
Yeah, I know, I could do that but the number of things I would have to change (if I even ran a session....I don't DM much) is starting to mount to an undesirable level IMO.
I am just getting an overall vibe of "too powerful, too easy" from 5E at this point. I like gritty, low-fantasy in my D&D and 5E (at least what I have seen so far and it is still early days) is looking like 3.X/PF/4E in terms of PC power and non-lethality. Plus, as I stated earlier, I don't really run games as DM that much (I kind of suck at DM'ing), so I wouldn't have control over which elements are removed.
I was really hoping that 5E would be the system that allowed me to get back into gaming in a serious way. Finding people who want to play "old-school" rules (B/X Basic and 1E AD&D) in face-to-face settings is pretty difficult so I was hoping that 5E could allow me to game F2F (I don't like PbP gaming) using rules that I enjoyed. The more I see of 5E, the less I think that is going to happen. Maybe the DM's guide and its "dials" can save this situation (for me).
This is why I'm going to dodge the PHB - but yeah, it is starting to look like too many core components are default very high power or sets the game at very easy mode. This goes to my earlier posts concerning design philosophy. If Wotc is assuming that people want at will cantrips and full overnight healing as a default, then how are they going to lay out the rest of the game as the systems unfold?
Looking like I will be waiting on the DMG - and now at this point I don't think they will come through with what I want. Again, it's looking more like it won't be an option to run this like an older system with a system overhaul, but more likely a new system that has some trappings or "old-like" or "old-ish" but not the same. I don't think the DMG is going to provide us old-schoolers what we are looking for. At this point the DMG would have to have a bunch of strike-throughs or omit this from the Basic/PHB books since the big issues are not what the DM has as a guide but the core rules the players are using to make characters and play the game (spells, healing, etc). If the players are using the PHB (with default high power) with the DMG has optional overrides it is going to create some major confusion and conflicts in groups. Player A is going to see X feature and want it, while Player B sees Y feature and want it - while the DM using his new DMG has both of those overridden by a side-box.
Maybe the way they will manage something Revivify is to not change the spell, but to change the rules in the DMG about handling negative hp or Death?
Haven't had time but I really need to read all the spells. They were what broke 3rd ed for me (and by extension - all the magic items, buffs, stat boosts, etc) so this is where some core system problems may lie.
I'm with Logan, it is starting to look more and more like it will be too much work and too many minor changes to track. Lucky for me I have C&C and all my 1st and 2nd ed books. Too bad, I was going to run a 5e version of L1 - The Secret of Bone Hill.
I really wish FGG/Necromancer would put out a rules mod book for 5e in addition to more spells and monsters book for the new system. I think with that crew creating a formal book of mods it would be easier to use instead of the upcoming PHB. By easier - I just mean a printed hardcover I can hand to my players instead of the PHB or a redacted printed Basic doc.
I'm leaning more towards not supporting this as a system - I still think some of the features are very good ideas: Bounded Accuracy, no x-mass tree, limited buffs - they just should have started with a lower powered baseline and worked up from there.