But a few months back, I started DMing a face-to-face game again, using 5E. My son wanted to play in a game, and our normal Saturday night G+ games are too late for him to finish. So I started up a West Marches game using 5E. And while it's not a bad system, I keep constantly saying to myself, "Why didn't I just try to run this with my Classic D&D houserules, or Labyrinth Lord?"
Basically it comes down to a few points. I may elaborate on each later in their own blog posts (I need some impetus to get back into blogging semi-regularly). For now, it's just a list with a bit of commentary for each based on my WM game.
- Lack of Morale rules. I've been estimating what I think a creature's Morale score should be, and rolling 2d6 like in Classic D&D. Yes, I could just wing it and have creatures flee or surrender when I feel like it, but I like the uncertainty of the dice.
- Not much variety in treasure. There's no risk/reward analysis when it comes to deciding to face a monster or not, it's simply a threat assessment.
- Spell lists are too combat focused. This is actually something I chafe at as a player as well. It's hard to plan interesting encounters where magical utility spells might make the difference between an easy encounter and a too tough one (something I like to do) when there are so few utility spells, and spell durations are for the most part just not that long. As a player, it's hard to come up with that creative solution with a well-used spell when most just do damage.
- Too much player rolling, not enough DM rolling. Maybe some DMs like that. They can focus on the details of the adventure, the NPCs and monsters, the "plot" and whatnot. Let the players make all the rolls. As a DM, though, sometimes I want to build suspense by making the roll myself (and having the option to ignore a result I don't like). This applies to things like getting lost or foraging in the wilderness.
None of these things are terrible in and of themselves. I can work with them, and we're all having fun with 5E. And it's working out fairly well, actually. But I have worked in some old school mechanics into how I run the game because I feel it's just better that way.
And I'm still wondering if I can convince the group to switch to my "D&D Mine" rules. And if I should try to convince them, or just let this campaign play out in 5E and when it's petered out try something else. If I want to get my son on board, though, I'm going to have to come up with a Dragonborn equivalent for my D&D Mine rules. He doesn't want to play anything but a dragon-man.