Well, it’s my fourth post on this topic, so I think it’s about time to wrap things up. I’ve got a handful of other things that I have mixed feelings about with respect to switching over from 2nd Edition D&D to 5th.
More Items I’m Unsure Of
Expending Hit Dice
In 5th Edition, characters who take a short rest can earn back lost hit points by “expending hit dice.” When I started playing 5th edition, I found this whole concept a little weird. But, now I’ve gotten used to this. I’m almost inclined to say that it may actually belong in the section where I discussed changes I liked. Although maybe I would have put it in the long rest as opposed to the short rest. Or something similar. I think it is a very good kernel for an idea that could be used in a realistic manner. But … too much realism can spoil a game like D&D. So, after due consideration, I’m going to give this one a single thumb up. It’s not bad. It’s a little weird. But I’m starting to like it.
The Single List of Spells (Magic vs. Prayers)
I mentioned this above when I talked about psionics. When I first started 5th edition, I raised an eyebrow at this, but saw some advantages to doing spells this way. However, the longer I play, unlike most of these other things, the less I like the fact that magic, prayers, and psionics have all been merged for all intents and purposes. Basically, because on their face, the three things just seem to be clearly different animals.
If it were up to me, I would use kind of 2nd edition rules, but swap cleric “spells” with magic spells, so that cleric spells went up to 9th level while magic only went to 7th. And psionics? I’d have no issue putting that at 5th level. Like I said, clerical magic is supposed to come from the gods, so I think it should be more powerful than any human-based magic. And psionics …. if it weren’t for mindflayers and a couple of other really cool creatures, I might do away with them entirely. Or, perhaps, limit their use only to certain creatures (the aforementioned mindflayers, plus some demons and devils). They just don’t seem fantasy-based.
Nerfing of Special Attacks (Undead Drain, Poison, Petrification, Dragon Breath)
I always had a problem with certain special attacks in 2nd edition. I never liked the energy drain from undead, because it was just too devastating. As a result, for many years, I wouldn’t, as a DM, use undead in the D&D system.
I shared a similar hesitancy in using poison, petrification, and similar all-or-nothing effects like disintegrate, or death ray, or what-have-you. I also had some issues with dragon breath, but not as much.
I think 5th edition tried to solve this problem – which I think is good – but I just think they nerfed things too much. Poison is just another kind of damage type, so there is very little that is special about it. Then there’s the undead drain. I think it has been nerfed too much. So far, all it’s done to my characters is prevent them from healing for a few hours or a day or so. Which is a far cry from losing a level or two.
They got really close with petrification, though. It’s a multi-saving throw thing now. If you fail the first time, you are restrained, but you don’t turn to stone unless you fail a total of three or something. The problem is, though, that now it’s too hard to actually be petrified. I mean, I don’t think it’s happened to any of my characters yet – and I’ve been playing for a couple years now.
Then there’s the dragon breath. It consists of a heck of a lot of dice. Which is probably fine, but I always want something special with my dragons. Not sure what, though.
Armor Class
Another thing I’m iffy about is the way they’ve done Armor Class. Not the direction of the numbers, mind you. Increasing difficulty to hit with increasing the AC is far more intuitive than the decreasing version. I’d rather be dealing with an AC of 30 than an AC of -10. It’s easier to understand.
I’m not sure, though, about the mechanics of the newer system. It seems a lot harder to get really good ACs, and also, a lot harder to hit really good ACs. That might actually be an improvement, but I’m still digesting it. I remember in 2nd edition, getting really good negative ACs wasn’t too difficult. I mean, I had a 17th level wizard with something like a -7 AC or something stupid at one point. And dragons frequently had -10s and yet, the warriors in the group could still hit them with relative ease. I think in 2nd edition, THACO (to hit AC 0) was just out of control. Maybe 5th edition has fixed that problem.
However, I don’t like how a 20th level Wizard will have the same proficiency bonus as a 20th level fighter when it comes to combat. Granted, the fighter will likely have a much higher strength and probably a better magical weapon or two – I just feel that sans equipment and stats, the fighter should be able to hit more difficult ACs than a wizard.
But I’m not quite sure how to implement that.
Conclusion
Okay. Well, that finishes my brief sojourn into my transition from 2nd Edition D&D to 5th Edition D&D. Hope you found some value in it. It was basically four posts. Anyway, until next week, ‘ta-ta’.