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To Be 5E Or Not To 5E

Posted: Fri Nov 28, 2025 10:03 am
by Jeremy16
While I wait patiently for reviews of my lastest article (hint, hint) I would like to ask a question. Since we some new posters in the forum that came to Ravenloft thru 5th edition and a lot of old hands that grew up with 3rd edition I wanted to see what stats I should use in future QTR articles.

My wife is prettty heavily into 5e, and I have taught myself how to build some rudimentary statblocks with it, but I am much more versed in 3e. So, one bias I clearly have is the familiarity I have with 3e and the additional energy it will take to learn a new system.

An additional bias I have is that I feel like 3e is more customizable for both PCs and NPCs. In 5e I feel like NPCs are one size fits all. And if you want to add some variant abilities you have to create a whole new statblock.

Then there's the overall feeling that 5e PCs feel overpowered and it doesn't seem as well suited for a Ravenloft campaign.

So, what's the consensus? I know we try to be edition agnostic here, and I don't want to start any flame wars, but I'm just trying to gauge what would be most useful to the most people.

Re: To Be 5E Or Not To 5E

Posted: Fri Nov 28, 2025 8:34 pm
by Mephisto of the FoS
I would suggest what is easier and more satisfying to you as a writer.

Re: To Be 5E Or Not To 5E

Posted: Sat Nov 29, 2025 4:15 pm
by alhoon
I would suggest 5th edition for the stats, and 3e for the lore. But 5e is easy to retro. Very easy.
I could run old, 2e adventures of Ravenloft in 5e with minimal preparation.

Re: To Be 5E Or Not To 5E

Posted: Sun Nov 30, 2025 7:50 am
by Jonathan Winters
Pathfinder RPG 1E for me.
😄

Re: To Be 5E Or Not To 5E

Posted: Sun Nov 30, 2025 8:02 am
by SkiBird
Jeremy16 wrote: Fri Nov 28, 2025 10:03 am Then there's the overall feeling that 5e PCs feel overpowered and it doesn't seem as well suited for a Ravenloft campaign.

So, what's the consensus?
Agreed. In the tales that I run, I tend more toward dark fantasy (and less gothic), so it isn't as bad a fit. Players get to be the heroes that stand, defiant, in the face of otherworldly threats, etc.

I find that 5E characters practically drip with magic and power. When every character has some sort of cool, new thing/ability/feature they can wow with (or end the encounter with), it makes it a bit of a harder sell to make them feel unprepared/unprotected/at serious mortal risk when they run into an encounter.

A good way to force some dread into the tale is to stretch out the length between short and long rests.

If a 5E group is allowed to rest between each and every encounter ... they will usually be able to steamroll whatever they encounter. Because each encounter ends up being seen as an opportunity to unload both barrels. If everyone is, at all times, allowed to run around at 100% ... things become less of a threat.

Stretching out the opportunities to get the battery fully charged again makes the game feel like a bit of an exercise in resource allocation. (I don't personally mind it, but some folks might not find it as fun)

A gothic adventure (to my mind, anyway) benefits more from slow pacing, and fewer encounters. If the Scooby gang is investigating a haunted locket or whatever, there won't always be 5 encounters per day. So the slow pacing of a gothic tale sort of lends itself toward fully healed / fully rested 5E heroes taking on their one-encounter-per-day.

That is not to say that the DM is without option.

From VRGtR ... fear, stress, and curses would all help to tip the scales (mechanically speaking) away from the players and 'raise the stakes' of an encounter. Fear is pretty short lived. Stress and curses follow you from scene to scene (often lasting until the character does something to deal with them). But not everyone is comfortable with (or particularly enjoys) having their character mechanically nerfed. Some would lean into the roleplaying aspects, and others would not enjoy the game. So I would say that it is a tool best used sparingly (or as often as you like if you had the right table).

Re: To Be 5E Or Not To 5E

Posted: Sun Nov 30, 2025 10:26 am
by Mistmaster
Jonathan Winters wrote: Sun Nov 30, 2025 7:50 am Pathfinder RPG 1E for me.
😄
I agree.

Re: To Be 5E Or Not To 5E

Posted: Tue Dec 02, 2025 11:20 am
by doctornecrotic
Honestly? I'd say go OSR/Retro or leap off from D&D. If you're otherwise dead set in 3e, I gotta chime in that PF1 is the way to go. Personally, I've been toying with a Savage Worlds conversion from a few years ago (with some tweaks) if I don't just stick with AD&D 2E. 5th is a decent system, especially 5.0 being far less design by committee a la 5.5. But, the power level assumption is much higher and the general tone reflects this too... even earlier on. The amount of work needed to hammer in grittiness is better spent using something pre-built with that in mind. I say this as an early adapter/supporter and early playtester for 5th.

Re: To Be 5E Or Not To 5E

Posted: Sat Dec 06, 2025 6:57 pm
by moonglum
doctornecrotic wrote: Tue Dec 02, 2025 11:20 am Honestly? I'd say go OSR/Retro or leap off from D&D. If you're otherwise dead set in 3e, I gotta chime in that PF1 is the way to go. Personally, I've been toying with a Savage Worlds conversion from a few years ago (with some tweaks) if I don't just stick with AD&D 2E.
This is interesting to me as 3rd edition (especially 3.0) is much closer to 2nd edition D&D than Pathfinder 1e is. Most of the 3.0 spells are copy/pasted from 2e. Many of the combat rules are copy/pasted (cover and concealment rules are the exact same, for example, but were changed in 3.5). Power level of core 3.0 is very similar to 2e with kits, whereas PF1e is a power up in many ways, and adds many more fiddly bits to classes. 3e was basically designed by what was still TSR at the time.

3.0 is of course one step removed from 2e, but it was designed with late 2e in mind. 3.5 was then a step removed from 3.5 and then PF1e is another step removed from 3.5.

Anyawys, my long time group plays a 3e/3.5 hybridm we use 3.5 core books but keep a lot of 3.0 rulings and spells (to us it still feels like a 2nd edition+comnbat&tactics+kits in a way that makes sense and doesn't feel like an afterthought the way everything in the 2e splats did, not to mention many of the core 2e rules themselves).

So 3e would be my vote but I am only a casual RL fan so it won't affect me either way. Ultimately you should write in the system you enjoy the most. If that is 3e then you also get the byproduct of promoting it to people who may have less experience with it.

I agree that 3e (core) has a much closer tone to what I would expect for Ravenloft, and the skills and customization enable you to add a lot of flavor. It works well enough for the RL genre and the 3e ruleset is highly customizable (hence the d20 boom of the early 2000s with so many games and genres being experimented with).

Re: To Be 5E Or Not To 5E

Posted: Fri Dec 12, 2025 11:31 am
by doctornecrotic
moonglum wrote: Sat Dec 06, 2025 6:57 pm
doctornecrotic wrote: Tue Dec 02, 2025 11:20 am Honestly? I'd say go OSR/Retro or leap off from D&D. If you're otherwise dead set in 3e, I gotta chime in that PF1 is the way to go. Personally, I've been toying with a Savage Worlds conversion from a few years ago (with some tweaks) if I don't just stick with AD&D 2E.
This is interesting to me as 3rd edition (especially 3.0) is much closer to 2nd edition D&D than Pathfinder 1e is. Most of the 3.0 spells are copy/pasted from 2e. Many of the combat rules are copy/pasted (cover and concealment rules are the exact same, for example, but were changed in 3.5). Power level of core 3.0 is very similar to 2e with kits, whereas PF1e is a power up in many ways, and adds many more fiddly bits to classes. 3e was basically designed by what was still TSR at the time.

3.0 is of course one step removed from 2e, but it was designed with late 2e in mind. 3.5 was then a step removed from 3.5 and then PF1e is another step removed from 3.5.

Anyawys, my long time group plays a 3e/3.5 hybridm we use 3.5 core books but keep a lot of 3.0 rulings and spells (to us it still feels like a 2nd edition+comnbat&tactics+kits in a way that makes sense and doesn't feel like an afterthought the way everything in the 2e splats did, not to mention many of the core 2e rules themselves).

So 3e would be my vote but I am only a casual RL fan so it won't affect me either way. Ultimately you should write in the system you enjoy the most. If that is 3e then you also get the byproduct of promoting it to people who may have less experience with it.

I agree that 3e (core) has a much closer tone to what I would expect for Ravenloft, and the skills and customization enable you to add a lot of flavor. It works well enough for the RL genre and the 3e ruleset is highly customizable (hence the d20 boom of the early 2000s with so many games and genres being experimented with).
IMO, most of the removal of stuff in PF1 comes from OGL compliance. There have been fan conversions to add missing features and assets to PF1.
I have to disagree on 3E being closer to 2E. The original version that was proposed by TSR veterans had a lot more AD&D DNA. A subsequent proposal was supposed to be a grand overhaul with completely new design language. A true start over to make the game line truly WotC's rather than just a legacy product. And in fairness, it did create a new identity for WotC to work with. And with its new philosophy, new ways to play.

Re: To Be 5E Or Not To 5E

Posted: Sat Dec 13, 2025 12:49 pm
by moonglum
doctornecrotic wrote: Fri Dec 12, 2025 11:31 am
moonglum wrote: Sat Dec 06, 2025 6:57 pm
doctornecrotic wrote: Tue Dec 02, 2025 11:20 am Honestly? I'd say go OSR/Retro or leap off from D&D. If you're otherwise dead set in 3e, I gotta chime in that PF1 is the way to go. Personally, I've been toying with a Savage Worlds conversion from a few years ago (with some tweaks) if I don't just stick with AD&D 2E.
This is interesting to me as 3rd edition (especially 3.0) is much closer to 2nd edition D&D than Pathfinder 1e is. Most of the 3.0 spells are copy/pasted from 2e. Many of the combat rules are copy/pasted (cover and concealment rules are the exact same, for example, but were changed in 3.5). Power level of core 3.0 is very similar to 2e with kits, whereas PF1e is a power up in many ways, and adds many more fiddly bits to classes. 3e was basically designed by what was still TSR at the time.

3.0 is of course one step removed from 2e, but it was designed with late 2e in mind. 3.5 was then a step removed from 3.5 and then PF1e is another step removed from 3.5.

Anyawys, my long time group plays a 3e/3.5 hybridm we use 3.5 core books but keep a lot of 3.0 rulings and spells (to us it still feels like a 2nd edition+comnbat&tactics+kits in a way that makes sense and doesn't feel like an afterthought the way everything in the 2e splats did, not to mention many of the core 2e rules themselves).

So 3e would be my vote but I am only a casual RL fan so it won't affect me either way. Ultimately you should write in the system you enjoy the most. If that is 3e then you also get the byproduct of promoting it to people who may have less experience with it.

I agree that 3e (core) has a much closer tone to what I would expect for Ravenloft, and the skills and customization enable you to add a lot of flavor. It works well enough for the RL genre and the 3e ruleset is highly customizable (hence the d20 boom of the early 2000s with so many games and genres being experimented with).
IMO, most of the removal of stuff in PF1 comes from OGL compliance. There have been fan conversions to add missing features and assets to PF1.
I have to disagree on 3E being closer to 2E. The original version that was proposed by TSR veterans had a lot more AD&D DNA. A subsequent proposal was supposed to be a grand overhaul with completely new design language. A true start over to make the game line truly WotC's rather than just a legacy product. And in fairness, it did create a new identity for WotC to work with. And with its new philosophy, new ways to play.
I mean in relation to PF1e, 3e is closer to AD&D 2e. You can find many rules, assumptions and examples of play in the 3.0 books that are either copy pasted or very very similar to their 2e counterparts. There is far less of this in PF1e, as 3.5e began removing what little TSR DNA was still in 3.0, making PF1e even further removed.

Just a few broad examples of dozens:

- If you look at the class tables in 3.0 they are quite bare. The few abilities that classes do get as they level up almost all have counterparts in 2e (either core or splatbooks) that look either the exact same or are extrapolations. PF1e has far more fiddly bits added to levels. Classes get something almost every level, and many of these are features new to PF1e.

- The spells are almost all the exact same, only accounting for the changes to the way saving throws work in 3e vs 2e. Many of the spells in 3e don't even fit on a grid the way they do in 3.5 and PF because they are the same as the 2e spells, which were the same as the 1e spells. None of which accounted for gridded combat. This was something that was altered in 3.5, and PF1e by extension.

- Speaking of spells and class abilities, rangers and druids summoned animal companions in 3.0 the same was as they had in 1e and 2e, through the animal friendship spell, which worked the same way, also allowing you to have more than one companion, and they did not level up with you and gain abilities.

- 3.0 had class restricted skills, a nod to class niche protection in 2e. 3.5 got rid of this, and PF1e by extension.

- Most of the feats and skills in 3.0 were carry overs or extrapolations on existing 2e WPs and NWPs. You can find the counterpart for almost all of them. Some of these were altered in 3.5, and many more were in PF1e.

- 3.0 did not assume miniatures or grids. Monte cook has two essays about this from back in the day. The goal was to make it playable without miniatures because he did not play with them. Whether or not they succeeeded at this is debatable. But none of the rules in 3.0 are written with squares, grids, corners, strings etc in mind. These things just are not mentioned and the rules all reflect this. There was one or two sentences mentioning these aids as helpful in the PHB and none of the play examples are on grids. The DMG dedicates a brief section to how to run the game if these aids are used, but it is a lot less strict in its implementation than even the Combat & Tactics rules for combat. There is also no rules for diagonal movement being 1.5 anwhere to be found in 3.0.

At the same time, they wanted to ensure that people who DID play with miniatures and/or grids (as this was becoming the norm by the late 90s), would have robust rules for doing so, so many C&T assumptions were brought into the mix. I think they did a good job at catering to both worlds despite some of the awkwardness.

Compare all of the above to PF1e combat assumptions.

- Many combat maneuvers and most of the combat mechanics in general are a consolidation of the 2e core rules and the 2e combat and tactics book. This is mostly the same through 3.5 and PF1e as well, but the 3.0 version of combat was much looser, with many rules calling for DM adjudication. Cover and concealment, for example, which was changed to remove DM fiat in 3.5. The 3.0 rules for this are the same exact rules as 2e, which requires DMs to rule on how much cover and concealment is given based on the source of cover, and the bonuses and affects of this are the same as they were in 2e. 3.5 codified a LOT more in combat, and PF1e continued this trend, rather than going back towards a 3.0 or even 2e flavor.

- Prestige classes, despite how they ended up being used, were initially presented as an alternative and extrapolation of 2e's kits. This direction began to change at the beginning of 3.5e and PF1e mostly ignored them. This isn't a better or worse thing, PF1e introduced archetypes and other means of specialization flavor, but you can see the line of thought from 2e kits to 3.0 prestige classes.

- Like spells, most people who picked up the 3.0 DMG would recognize the majority of magic items as working almost the exact same as their 2e counterparts. This began to change in 3.5, and even moreso in PF1e.

- Weapon sizing in 3.0 was the same as it always had been, 3.5e changed this and PF1e stuck with the change (I do prefer the change).

- Monsters in 3.0 had very few feats, often having none at all. This was changed in 3.5 to have all monsters progress the same way as other character, bloating stat blocks. Pf1e didn't change this.

- Monsters in 3.0 were the same size as their 2e counterparts, meaning if you did use miniatures, all of your traditionally sized fantasy minatures worked (long, skinny worms, for example). This was changed in 3.5e to make all monsters squared, which was maintained in PF1e.

- Speaking of bloat, the numbers in damage and hp, abilities, modifiers and so forth are all higher in PF1e and save or die (which was still very prevalant in 3e, because remember the spells are mostly the exact same as 2e) effects start to be lessened in 3.5 and even moreso in Pf1e.

I could go on and on, especially having recently done a very deep side by side comparison of the 2e>3.0>3.5 rules for my house rules. Interviews abound from 1999-2001 will find the three main designers talking about how their biggest inspiration for 3.0 were the previous D&D rules and wanting to consolidate and streamline all of the various core rules and supplements that had been released up to that point and wanting to make them work under a unified mechanic. The 3rd edition and, to a lesser extent, revised 3rd edition, really does look like this, especially when looking at just the core books.

In what ways does Pf1e more resemble 2e mechanically and flavorwise than 3.0? Damage reduction in PF1e, if I recall correctly, did a half way reversion of the 3.0>3.5 change and met somewhere in between the two. Otherwise I can't think of anything, though I admit to not being as intimately familiar with PF1e as I am with 2e, 3.0 and 3.5.

To me, at least, none of this is very controversial. 3.0 was designed in the late 90s by what was mostly still TSR. The previous edition that they had to work off of was 2nd editon. Yes, earlier drafts of 3.0 were closer to 2e than was was released, but that's not really what is in question. PF1e was a reaction to 3.5 as much as it was a reaction to 4e. It was using 3.5e as the bouncing off point and trying to fix perceived issues with 3.5e. It wasn't coming off the heels of 2nd edition, it was coming off of the heels of 3.5e which was already a step removed from 3.0.

Sitting down and comparing the 3.0 PHB to the 2e PHB+splats makes this a lot more obvious than if you were to do the same comparison with the PF1e core rulebook.

Re: To Be 5E Or Not To 5E

Posted: Fri Jan 16, 2026 12:54 pm
by moonglum
I am looking through my house rules and came across a few other individually insignificant rules differences adding to the more grounded 2e feel which add up to a lot in the bigger picture.

- Paladin mounts in 3.0 worked the same was as they did in 2e. They do not magically appear when summoned, they are simply with you as a normal horse would be, unless you leave them behind.
- Natural Spell is not an option for Druids in the 3.0 Player's Handbook. It came in a later splatbook (and worked slightly differently than it would in 3.5). 3.5e put this silly feat into the core book.

PF1e, of course, maintains these 3.5e changes.

Re: To Be 5E Or Not To 5E

Posted: Fri Jan 16, 2026 8:46 pm
by Teravala
Just my 2 cents, but I would much prefer 3.0/3.5 content than 5e. There are already so many avenues to get new 5e content, that don't really exist for the older editions. I am definitely biased, as I run 3.5, and am not a huge fan of 5e personally. I do think that Ravenloft in general doesn't mesh well with 5e DnD, as it feels more like high fantasy light horror, rather than the other way around, but that is my admittedly biased perspective.

That said, I don't think that having any issue of QtR having only content for one edition is a great look either. As you said there's a lot of people on here that play different versions of DND, or PF, and it doesn't feel great to wait a year to only find that there is no new content you can run in your game without a conversion overhaul. again, just my perspective. I understand the older issues being in singular edition format since there were less editions of the game then. but we have a lot of options now, and I think it's would be cool to see various edition content together in one place. Idk if that makes sense at all?

Re: To Be 5E Or Not To 5E

Posted: Sat Jan 17, 2026 5:16 pm
by TheArcaneWeirdo
Jeremy16 wrote: Fri Nov 28, 2025 10:03 am While I wait patiently for reviews of my lastest article (hint, hint) I would like to ask a question. Since we some new posters in the forum that came to Ravenloft thru 5th edition and a lot of old hands that grew up with 3rd edition I wanted to see what stats I should use in future QTR articles.

My wife is prettty heavily into 5e, and I have taught myself how to build some rudimentary statblocks with it, but I am much more versed in 3e. So, one bias I clearly have is the familiarity I have with 3e and the additional energy it will take to learn a new system.

An additional bias I have is that I feel like 3e is more customizable for both PCs and NPCs. In 5e I feel like NPCs are one size fits all. And if you want to add some variant abilities you have to create a whole new statblock.

Then there's the overall feeling that 5e PCs feel overpowered and it doesn't seem as well suited for a Ravenloft campaign.

So, what's the consensus? I know we try to be edition agnostic here, and I don't want to start any flame wars, but I'm just trying to gauge what would be most useful to the most people.
As a newer player, I'd really rather have more 5e content. I've actually been thinking about starting to convert stuff from older issues.

Re: To Be 5E Or Not To 5E

Posted: Sat Jan 17, 2026 8:27 pm
by moonglum
TheArcaneWeirdo wrote: Sat Jan 17, 2026 5:16 pm
Jeremy16 wrote: Fri Nov 28, 2025 10:03 am While I wait patiently for reviews of my lastest article (hint, hint) I would like to ask a question. Since we some new posters in the forum that came to Ravenloft thru 5th edition and a lot of old hands that grew up with 3rd edition I wanted to see what stats I should use in future QTR articles.

My wife is prettty heavily into 5e, and I have taught myself how to build some rudimentary statblocks with it, but I am much more versed in 3e. So, one bias I clearly have is the familiarity I have with 3e and the additional energy it will take to learn a new system.

An additional bias I have is that I feel like 3e is more customizable for both PCs and NPCs. In 5e I feel like NPCs are one size fits all. And if you want to add some variant abilities you have to create a whole new statblock.

Then there's the overall feeling that 5e PCs feel overpowered and it doesn't seem as well suited for a Ravenloft campaign.

So, what's the consensus? I know we try to be edition agnostic here, and I don't want to start any flame wars, but I'm just trying to gauge what would be most useful to the most people.
As a newer player, I'd really rather have more 5e content. I've actually been thinking about starting to convert stuff from older issues.
It could also be a good reason to take a look at the 3e (and even 2e) Ravenloft content and perhaps give the older rulesets a swing. This site was built around the 3e Ravenloft setting and, as someone mentioned above, 2e and 3.0/3.5 really elicit that feel through the rules in a way that 5e doesn't (not that I don't think 5e is a great game). I agree with the poster who said that Ravenloft as 5e presents it is a farcry from Ravenloft as it has been discussed on this site and presented in the 3rd edition books. I played 5e for several years after it came out, and my opinion is based on that. But, from what I read now, at this point they've got most, if not all, classes having magic and/or healing capabilities? And I've seen the art and read pieces of new 5e RL content. It is simply not the same.

5th edition is waning in popularity with the revision. Obviously not waning by serious numbers, but it will happen, because it always does. And then the next revision or edition will hit. I think its time that fan communities, message boards, fan sites, and especially gamers, just find the edition that they enjoy the most and put their creative energy into that, with a line in the sand. It is worth maintaining a steady flow of content and appreciation for the game that you enjoy the most, even if it is out of print. The constant moving of the goal posts is tiring.

Anyways, the tone of the Ravenloft content that has always been promoted with this website since its inception has been that of the 3e (and to a lesser extent 2e) books. Muchlike Dragonsfoot sticks to TSR D&D, GiantITP is largely a 3.x site and so forth, I see merit in continuing to grow the site by sticking to its roots.

Obviously I am biased, but bias is often worthwhile. Mundanity is often the result of trying to please a majority :D

Second best case, imo, would be system neutral.

Re: To Be 5E Or Not To 5E

Posted: Sun Jan 18, 2026 4:57 am
by Teravala
moonglum wrote: Sat Jan 17, 2026 8:27 pm It could also be a good reason to take a look at the 3e (and even 2e) Ravenloft content and perhaps give the older rulesets a swing. This site was built around the 3e Ravenloft setting and, as someone mentioned above, 2e and 3.0/3.5 really elicit that feel through the rules in a way that 5e doesn't (not that I don't think 5e is a great game). I agree with the poster who said that Ravenloft as 5e presents it is a farcry from Ravenloft as it has been discussed on this site and presented in the 3rd edition books. I played 5e for several years after it came out, and my opinion is based on that. But, from what I read now, at this point they've got most, if not all, classes having magic and/or healing capabilities? And I've seen the art and read pieces of new 5e RL content. It is simply not the same.

5th edition is waning in popularity with the revision. Obviously not waning by serious numbers, but it will happen, because it always does. And then the next revision or edition will hit. I think its time that fan communities, message boards, fan sites, and especially gamers, just find the edition that they enjoy the most and put their creative energy into that, with a line in the sand. It is worth maintaining a steady flow of content and appreciation for the game that you enjoy the most, even if it is out of print. The constant moving of the goal posts is tiring.

Anyways, the tone of the Ravenloft content that has always been promoted with this website since its inception has been that of the 3e (and to a lesser extent 2e) books. Muchlike Dragonsfoot sticks to TSR D&D, GiantITP is largely a 3.x site and so forth, I see merit in continuing to grow the site by sticking to its roots.

Obviously I am biased, but bias is often worthwhile. Mundanity is often the result of trying to please a majority :D

Second best case, imo, would be system neutral.
I'd like to give a hearty hear hear to that sentiment. I also have a bias, because of course I do, everyone does. But I truly believe that that bias is based on a decline in the overall tone and quality of the Ravenloft experience from 3.5 to 5e. Everything from the classes and how they mesh, to the artwork in the new printed materials just feels off. I think the reason having a mesh of 2e and 3.X works is because the tone doesn't really shift too hard between those editions. I also stand by my statement that the well to draw upon for new 5e content is DEEP, because of how many online resource sites started gaining momentum at the same time 5e was starting to kick off. So in my mind, there is no need for us to focus on creating content for an edition that already has a saturated "market" if that makes sense?