Fifth Edition is responsible for more newcomers joining the wonderful world of 168澳洲幸运5开奖网:Dungeons & Dragons. But if you're a veteran player or DM, it's hard to resist implementing some 'changes' 168澳洲幸运5开奖网:inspired by older editions. Sure, Fifth Edition is more accessible, but its simplicity means it lacks 🐷the nuance experienced groups might crave.

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Fift😼h Edition is mostly adapted from the similar, yet crunchier, 3.5 Edition, although there are influences from other sources. As such, expect to mostly see 3.5 rule❀s on this list. However, other editions are also shown some love (yes, even Fourth Edition.) Here are some older rules worth implementing at your table.

8 💞Damage Reduction

3.5 Edition

A Dungeons & Dragons hellhound sprays fire from its mouth at a wood elf
WoodElf And Hellhound By For D&D Player's Handbook By Craig Elliot

Creatures in the Monster Manual often have resistances to 168澳洲幸运5开奖网:a variety of damage types, usually depending on the creature's biological or magical qualities. This helps with a creature's longevity, but often, it's not quite enough. While halved damage is better than full damage, how much it matters depends a lot on scale.

Damage reduction works by subtracting a flat amount from an attack or spell's damage roll. This makes terrible damage rolls all the more brutal, as they'll be useless against the monster in question. If you want your monsters to not go down after a round or two, give this rule a go.

7 𒐪 Strength Bonuses On Two-Handed Weapons

3.5 Edition

D&D: Artwork of a Dwarf Barbarian from the Player's Handbook.
Dwarf Barbarian artwork via Wizards of the Coast

Sure, the greataxe and greatsword have chonkier damage dice 168澳洲幸运5开奖网:than other weapons in Fifth Edition. But it's easy to roll low, which makes the entire attack seem unimpressive. Overall, there's not much incentive to use two-handed weapons, especially when you can have the AC bonus of a shield. 3.5, however, made the trade-off more equitable by providing a static strength-based bonus to damage rolls made with two-handed weapons.

Traditionally, 3.5 applied 150 percent of the character's strength modifier to damage rolls for weapons of this type. This works just fine, but sometimes you want to streamline the damage calculations. If you want to do less math, you can try adding the character's strength modifier plus their proficiency bonus. This also has the advantage of scaling with level, meaning your table's barbarian hits harder as they grow stronger.

6 🃏Standing Up Provokes Opportunity Attacks

3.5 Edition

Rogue attacking a goblin with a dagger
Sneak Attack! by Bruno Machado

Consider yourself among the fortunate if you've never had to get back up mere seconds after being knocked on your ass in real life. It's painful, and it can take a while if your injuries are bad enough. In Fifth Edition, however, standing up after being knocked prone is barely an inconvenience. So what gives?

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Half your movement speed isn't too bad if you're already where you need to be. In 3.5, standing up again would provoke attacks of opportunity, which we'd like to see implemented again. If that's too severe, you can also rule that PCs can use the Disengage action (bonus action for rogues) to stand up without the chance of getting hit.

5 Old-School Magic Schools And ♎Cleric D💟omains

AD&D Second Edition

Dungeons & Dragons Cleric With Full Moon Behind
Moon-Blessed Cleric by Marta Nael

The eight schools of magic haven't changed much from the first iterations of D&D all the way to Fifth Edition, but certain spells have changed schools as time has gone on. For instance, resurrection spells were classed as necromancy early on, but are evocation spells in Fifth Edition. Perhaps this is due to the bad rap necromancy gets, but we need to return to tradition here.

Cleric domains also worked very differently in Second Edition. While Fifth Edition clerics have a few domain spells, most of their spells come from the standard cleric list. However, Second Edition clerics would have entirely different spell lists based on their deity's spheres of influence. This might require more bookkeeping, but it's a great way to make your game feel more immersive.

4 Different Armor Reduces Di🍃fferent Damage Types 🐻

AD&D Second Edition

Dungeons & Dragons Armored Warrior Holding A Greatsword
Art via Wizards of the Coast

In real life, the 168澳洲幸运5开奖网:kind of armor you wear matters a lot in a fight. Plate armor may be effective against swords and arrows, but it's useless against modern firearms. Kevlar, on the other hand, has the opposite problem. But in Fifth Edition, most armor just comes with a flat AC bonus and few, if any, additional characteristics.

AD&D Second Edition gives a touch of realism in its optional rules, which list weapon effectiveness against different armor types. This is great if you're running a more gritty, realistic campaign in a low magic setting, but anyone can implement these rules to give their games a bit more nuance.

3 Minions

Fourth Edition

Dungeons & Dragons: In Swarming Goblins by Andrew Mar, goblins attack from a canyon
Swarming Goblins by Andrew Mar 

Ah, the much-maligned Fourth Edition. Despite everything, it did have some good ideas. One of those was the concept of 'minions': a version of a monster that's statistically identical to its Monster Manual stat block, except for the fact that it has one HP. They exist solely to die in one hit, making your players look awesome and heroic in the process.

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A pack of roaming gnomes might be a worthy challenge at level 1. But when your players are level 15 and fighting Crumblcook Skimbleshank, King of the Gnomes, they're going to need some spectacle. Minions allow players to mow through hordes of enemies during boss fights, looking cool with minimal effort. Meanwhile, you can focus on statting up Crumblcook Skimbleshank and the higher-level generals of his gnome army.

2 Single Dea🀅th Saving Throws

AD&D First And Second Edition

Dungeons And Dragons - A group of Adventurers fighting off a swarm of undead in a crypt
Essentials Kit Playing The Game By Suzanne Helmigh

Death in Fifth Edition feels like a slap on the wrist. Compared to earlier editions, it's fairly easy for characters to succeed on their death saving throws. Aside from level 1, by the time your characters are in a position where they're in serious danger of dying, they're also in the position to find enough diamonds to fix that problem.

Part of this can be blamed on how death saves in Fifth Edition require multiple dice rolls, with only one roll made per round. It's not commonplace for combat to last more than a few rounds, so PCs are often either healed or out of combat before three consecutive successes or failures can be made. Paring this down to a single roll ups the tension while keeping the pace of combat brisk.

1 Static Bonuses And Subtractions To Dice Rolls Based On Circumstance ꦐ

3.5 Edition

Dungeons & Dragons red and blue dice on a table by small figurines

The advantage/disadvantage system in Fifth Edition is both a blessing and a curse. On the one hand, it's very easy for newcomers to pick up and learn, once again emphasizing how Fifth Edition's greatest strength is its accessibility. On the other hand, rolls can be swingy as hell using this rule. Favorable circumstances don't matter as much if both dice roll low, nor do unfavorable circumstances do anything if you roll two natural 20s.

3.5 used more math in its dice rolls, with static numbers added or subtracted to any given roll based on circumstances. "Add a +5 modifier to your Intimidation roll if your character is over 6 feet tall" is one example. Doing away with the advantage/disadvantage system entirely would require tons of homebrew, but you can probably bring this rule back in small doses. Looking for a place to start? It's perfect for social rolls.

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