Jiggy wrote:
In addition to the 'How to Play' section the clearest statement is DMG p236-37 under "The Role of the Dice". The options being: 1) The dice decide - 'Rolling with It' (3.x/4e), 2) The DM decides - 'Ignoring the Dice' (probably most like OD&D and AD&D), and 3) Mixing the Two - 'The Middle Ground'. My above methodology most closely matches the third option. Not to say that the 'Roll for it' method can't work, but if you don't like how it works then you have other options within 'The Rules'. Drink.
I'd just leave followers and cohorts as a roleplay thing under DM guidance. Feats feel like player entitlements. I'm pro followers, mounts, familiars, animals companions, and henchmen but I measure it against the number of players and the scope of the campaign. Small group allows more room for extra party members. Basically 1e/2e style plus scaling mechanisms from the more recent editions.
Lorathorn wrote: I just wondered if anyone had further insight into the issue. Mike Mearls Legend & Lore from June 2013 talks about Hit Points and Healing as indicators of genre (or playstyle preference). If there's an area where they expect different tables to 'house rule' to match their playstyle it is HP and their recovery.
P.H. Dungeon wrote: One change that I'm hoping for in the DMG is an alternate xp system that moves away from xp for killing monsters. D&D is one of the only systems that awards xp nearly entirely for killing things. Unless the encounter is with non-negotiables (skeletons, beasts, high morale warriors) the XP rewards are usually spelled out as defeated rather than slain. XP is granted for detecting or surviving traps, at least one encounter doubles XP for a capture.Some give less XP for a peaceful solution but in those cases a few deaths in the party are likely (or a TPK) if they opt for deathmatches. Some of the encounters are RP only, and fighting is not possible. Given the general threat level especially early in the game, diplomacy, trickery, and intimidation are excellent low cost alternatives. The knockout rules make capturing enemies an easy option for melee types.
I bought it Thursday and ran it at the store Saturday. I read the first 2 chapters. 4 players; 2 were playtesters, and 2 3.x/PF players. We completed the first chapter in 3.5 hours with roughly 6 encounters and 3 traps. One short rest and then took a long rest after the small dungeon was completed. That was sufficient to reach Level 2 which is the default progression. Everyone had character built from the Basic rules instead of pre-gens.
And one character died to a double crit against Disadvantage in the last room. We had some weird die rolls.
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