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Post by lowkeyoh on Sept 11, 2014 13:31:40 GMT -8
So I'm starting up a 5e game this Wednesday as the fortnightly Rise of the Runelords game I don't play in fell apart due to player vs gm conflict and I filling in the gap.
So first, I'm going to steal rules from other systems and try them out. Specifically bennies from savage worlds. 5e already has bennies kinda from the Lucky feat, so I figure everyone has Lucky, but starts the game with one luck point. Roleplaying gets you more. That shouldn't be overpowered, right?
As for my problems, it goes thusly. My players and I are REALLY sick of starting campaigns at first level, and then having them fall apart at 4th level. We're tired of never getting the cool shiny parts of the game and class features. Problem is no DMG and no Monster Manual. If we start at 4th level, I can pull monster stats from the Basic Rules DMG, but how am I going to reward them with items or gold? I don't know what gear is level appropriate for a 4th level fighter. Or a 6th. Is there a good place to find homebrewed magic loot or an older edition that might be comparable to the powercurve of 5e?
Also, are there any parts of any systems you are currently cannibalizing and throwing into your 5e game yourselves?
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Post by The Northman on Sept 12, 2014 10:20:46 GMT -8
It's going to be tough sledding till the books come out, but my solution would be to populate most of their antagonists with PC classes and races.
Not much help for items until people get to see what the basic structure is going to be.
<Insert repetitive bitching about staggered release>
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Post by lowkeyoh on Sept 12, 2014 20:25:13 GMT -8
There's some stuff in the Hoard of the Dragon Queen book, but my biggest problem is that I don't know what will and will not break the game. Apparently a +1 Weapon is way better than it ever has been before.
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Post by The Northman on Sept 13, 2014 4:41:57 GMT -8
Like I said - it sucks, because I'm really excited to try it out, too, but anything other than the module released is going to be tough. Probably the one time where starting as a brand new character is always going to be preferable between a new rule set to learn and lack of resources.
You're correct in the assertion that bonuses have more effect in the game now because number inflation has been curbed a bit.
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Post by Kainguru on Sept 13, 2014 5:37:21 GMT -8
I'm of the impression from the current rule set that magic/gold per level as an entitlement has been shifted to DM discretion - the flavour of game you want ie: high fantasy vs gritty. My advice: start low and throw goodies the PC's way as the game progresses til you hit the sweet spot you're after. Aaron
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Post by rickno7 on Sept 13, 2014 10:18:07 GMT -8
I've always just made up my own things, instead of making sure I keep to some chart or curves or suggestions. If its fun, I'll give it to my players. I do, however, say "hey guys, I'm going to give you all cool shit to play with and have fun, but if it ends up breaking something, I'll tone it down" and people are cool with that. That may be another reason I never cared for 4th. It factored in magic into difficulty and all that chart following crap, and I'm just not into all that.
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Post by Stu Venable on Sept 14, 2014 6:43:37 GMT -8
5e also has it's new "Inspiration" mechanic, which really fills the same niche as bennies.
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Post by rickno7 on Sept 16, 2014 17:21:56 GMT -8
Just had an idea about a magic sword inhabited by a legendary hero of the past that grants "inspiration" in tough times, maybe when a player rolls a 1 there is a chance for the "spirit" to say something uplifting to the player.
I guess one of the cool things about new mechanics in a game is that you can make magic items that work with it. Sorry about the tangent but had to write it down once Stu's post... inspired it.
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Post by Kainguru on Sept 17, 2014 6:57:44 GMT -8
Sort of a 'Sword of the Bards' . . . Aaron
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Post by lowkeyoh on Sept 17, 2014 11:10:51 GMT -8
I never really got into designing magical items to do cool things. I've always just relied on Ultimate Equipment in Pathfinder. Now I have to be creative and shit? What's up with that.
Fuck the party, everyone gets sentient singing swords now.
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Post by The Northman on Sept 23, 2014 1:43:51 GMT -8
I guess I didn't realize how robust the DM's portion of the basic rules were. There's a lot more to draw from in terms of enemies and items than I thought.
I'd still recommend starting at 1st level with a new system, even if just as a 'prequel/prologue' for a session or two so you can get the skeleton down without all the bells and whistles.
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Post by Kainguru on Sept 23, 2014 2:31:01 GMT -8
Interestingly in the Basic DMG there's a system mentioned that they note 'hasn't been finalised yet for the final draft'. It's nice to know that they're still soliciting opinions and not just saying 'here are the rules, we're done'. Aaron
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Post by vyrrk on Oct 6, 2014 14:16:17 GMT -8
You can always start at first level... then right about the DMG comes out you can do a jump in time. I DM'ed a game once where a war was about to happen and the players all said they should join the war effort, but they all thought they should fight for their own race's side. So I said "Ok" and did a 2 year jump in time and they all met up at a Tavern 5 levels higher with new skills, scars and swords. They seemed to like it.
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