![]() For me, an inveterate tweaker, it’s soured me on the edition.ģ.) The “special ability” tree becomes increasingly complex as the PCs rise in level. Even making a simple change from a +1 bonus to a +2 bonus will wreak havoc with what the game expects to happen. If you’re used to house rules, hacks, and tweaks of old school gaming, you’re gonna be in for a system shock. Swing your sword or twiddle your thumbs- the result will be the same.Ģ.) The system is extremely tight, making modification equally tricky. In 5e, that disadvantage curse is gonna take your PC out of the game as an effective presence in combat. So in old school you could survive with a cursed weapon or armor that -1/+1 penalty sucked, but you could deal until you could afford to fix it. If he has advantage, he’s pretty much always going to succeed. If a Combatant has disadvantage, you might as well stop rolling. There’s a lot of math involved in explaining this, but suffice it to say that A/D produces odds swings of 25% to 50% compared to the old school “+/-“ system, which produces only 5% swings either way, with a max bonus/penalty result of 25% at the top (+/- 5). It seems simple, yes, but it plays holy havoc with the odds. ![]() 1.) The Advantage/Disadvantage mechanic is terrible. ![]()
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