Transitioning from 2nd to 5th Edition D&D(Part II)

Introduction

In my last post, I discussed the things I like about 5th Edition D&D when compared to 2nd Edition D&D. Let’s move on to the things I really don’t like.

Things I Don’t Like About 5th Edition

Saving Throws

One of my biggest issues with 5th Edition is how they did Saving Throws. It starts off okay for low-level characters, where saving throws are based on particular stats and every class has proficiency in two saving throws. So, one class might be proficient in Strength and Constitution, while another might be proficient in Wisdom and Charisma. Since they are proficient, they get to add their proficiency bonus (+2 at first level) to their relevant stat bonus. For example, a first-level fighter might have a +2 proficiency bonus and a +4 Strength bonus because he has an 18 Strength. Combined, he has a +6 bonus to Strength saving throws. Which is a big bonus for a 1st level character, but he’s a fighter – so it’s understandable.

My problem is how saving throws progress for higher-level characters. In all honesty, though, I’ve only played up to around 13th level characters at this point. Still, there seems to be a weakness here. All characters start with proficiency in only 2 saving throw statistics – usually stats that pertain to their classes strengths (Strength and Constitution for fighters, etc…). As you advance, in levels, you get to upgrade your stats every few levels or so. Each time, you get 2 stat points that can be applied, one apiece to two stats, or together to a single stat. So, our fourth level fighter is incentivized – just by the nature of his class and normal activities – to add two points to his Strength when he reaches 4th level. That gives him +5 to hit, damage, and Strength saving throws.

Alternatively, instead of using Stat bonuses on stats, you can trade them in for a feat. You are permitted to take each feat only once, unless stated otherwise. One option is the Resilient feat which gives you proficiency in a stat saving throw of your choosing (provided you aren’t already proficient in it). So, our fighter could choose Charisma for his Resilient stat – so he’s got proficiency in Strength, Constitution, and Charisma. And maybe, he’ll take Shieldmaster to go with the magic shield he found somewhere on his adventures. This gives him a kind of pseudo-proficiency in Dexterity saving throws in certain situations.

But that leaves Wisdom and Intelligence. And I kind of think that most fighters won’t be focused on upgrading those two stats to make a reasonable difference. Is he going to boost his Int by two instead of Strength or instead of Constitution? It’s possible, but I don’t think it is really advantageous. Maybe I’m looking at it in too limited of a fashion, but I kind of think there’s a good chance our fighter will wind up with the same Saving Throws for Intelligence and Wisdom that he had at 1st level when he’s reached a whopping 20th level. Maybe he’ll have some magic items to alter that, but if he doesn’t – that is one heck of a vulnerability for high-level powerful characters.

If I were to offer a solution, I would give characters a single +1 bonus to be applied to any non-proficient saving throw of their choosing every time they advanced to a higher level tier (5th, 9th, 13th, etc…). I know in 2nd edition, high-level characters had good saving throws all around, and I think a modification like this would do likewise for 5th.

Age Categories of Dragons

My next complaint about fifth edition is the number of age categories for dragons. In 2nd edition, if I recall correctly, there were 8 age categories for dragons (or was that just 1st edition – I’m not sure). I really like the idea that dragons are powerful creatures that get stronger as they get older. Ancient dragons (the oldest) are the most powerful of all (I’m ignoring draco-liches for now, as I have yet to fight one in 5th edition).

Fifth edition cut all those age categories down to four. You’ve got what, now? Wyrmlings, young dragons, adult dragons, and ancients? I think. Four. I mean, it’s a semi-respectable number, but I just really miss the full span of 8 age categories, that covered so much ground. I liked the idea of there being some significant variability around the adult category – which is the “real” dragon, in my view.

I mean, wyrmlings have their place, but I kind of think if you aren’t fighting an adult, it’s not really a dragon. And I think they’re should be some variability there. And then there are the ancient dragons. They can pretty much be end-campaign villains. Which is good. Still, going from 8 age categories to – hah, I just looked it up in an old 2nd edition book. 2nd edition dragons went up to 12 age categories. That, I think is a bit excessive. I think I prefer the 8 age categories of 1st edition. Given the choice between 4 and 12, however, I think I prefer the 12. Gives more variability.

Psionics

My next complaint is how 5th edition rolls all the spells and spell-ish abilities into one spell list. That is, magical spells, priestly spells, and even psionics are all mashed together into a single master list of “spells” that go up to 9th level. Previous editions had magic spells going up to 9th level, priestly spells going up to 7th level, and psionics – I don’t fully remember, but it had a few features that made it stand out as a different sort of animal than either one of the spell lists (psionic points, etc…).

Of course, I always thought that maximum cleric spell levels (7th) versus maximum magic spell levels (9th) should be reversed. I mean, magic is the power of mortals, and ultimately, priestly spells are the power of the divine. And psionics … I’m not sure I really was ever a big fan of psionics. It doesn’t really quite fit my notion of fantasy. It seems more like a sci-fi type of ability. But … I do really like mind-flayers. They are a great D & D monster.

Magic Resistance

And last in my little list of things I don’t like about 5th edition D&D is how they handle magic resistance. Creatures just get “advantage” on saving throws. That is, they roll two dice and take the highest. Part of me doesn’t really like the whole throwing bunches of dice together at the same time thing, but I’m getting used to it.

Still, I like it when magic resistance was a percentile roll. That gave it some good variability, and made it more unique to each creature that had it. Now in 5th, since it’s just an advantage thing … it just seems a little lackluster.

I remember the old 1st edition Monster Manual where Demogorgon had like 95% magic resistance. That was just a cool feature of the Prince of Demons – echoed by other powerful beings like Orcus and whoever – but still … it was kind of more “special” that way. Because if you didn’t have magic resistance, you were just normal. Creatures with magic resistance were a cut above the ordinary. And I don’t get that feeling when it is simply a saving throw made with advantage.

Conclusion

Well, those are all my complaints about 5th edition. Of course, the more I play it, the more I get used to it. It’s still a good system, regardless. It’s definitely simplified some aspects of the game. But, in my view, that’s not always necessarily a good thing. But sometimes it is.

Published by atoasttodragons

The author, Matthew D. Ryan, lives in northern New York on the shores of Lake Champlain, one of the largest lakes in the continental United States, famous for the Battle of Plattsburgh and the ever-elusive Lake Champlain Monster, a beastie more commonly referred to as Champy. Matthew has studied philosophy, mathematics, and computer science in the academic world. He has earned a black belt in martial arts.

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