D&D 5ed just released
D&D 5ed just released their basic rules, which you can download online for free here: http://www.wizards.com/dnd/Article.aspx?x=dnd/basicrules
What are your first impressions? It seems much closer to 3ed than 4ed from my perspective, which is good because I hated 4th ed.
Adaptable for any potential sequels to baldur's gate perhaps? *wink wink*
What are your first impressions? It seems much closer to 3ed than 4ed from my perspective, which is good because I hated 4th ed.
Adaptable for any potential sequels to baldur's gate perhaps? *wink wink*
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Not like I care though. I think I'd be cool to play table top but I don't know anyone who does.
O_O
*stunned silence*
Also, apparently my (real)name is a common halfling name. Who knew?
Pros:
Flavour! seriously, this has some of that flavour from 1st edition, and some from newer DnD.
Formating! Sweet googely moogely, this has very manageable subsections breaking up those walls of text! I may have enjoyed reading War and Peace, but I really think most people dont have quite that level of attention span.
Options are present, an attempt to find a happy medium between 3.x making every character pretty unique and older DnD which had very limited choices to make your character mechanically unique.
Stats matter, and looks like an emphasis on more 'average' characters at low level, and less min-maxing in stat buy.
Spellcasting seems slightly nerfed, but with some versatility. This is just basic rules though, so yeah.
I like basic classes vs ridiculous initial specialization, but it looks like more classes will be in standard rules.
Looks like low level characters will have a hope of actually hitting higher level chsracters... in 3.x in particular, low level had very low attack bonus', meaning 50 guards with bows were only hitting on crits.
Combat should be grittier, but HP will be better for vulnerable rogues and wizards.
Rogues will be interesting for ambushes, if less so than in 3.x
Casters have more abilities beyond spellcasting, so way less mechanically boring.
Cons:
Lots of nitpickery (ffs, scimitars arent suited to dual wielding! Weights of things are odd, but not ridiculous usually).
Casters still look stronger than everything else, but actual spells could have changed.
Rogues are MUCH weaker combatants at higher levels it looks like, same as earlier editions. Limited high level utility I worry.
Archers could be ridiculous, but maybe not quite as awesome as in 2nd. Prof +2, Archer +2 and Dex bonus to hit AND damage will be nasty, easily +7, which can reliably hit a Plate wearing fighter with a shield and Defense... Having 3 or 4 would kill enemies before melee builds can get in range, but actual play might challenge this.
Not happy with how skills are handled so far. GREATLY dislike the old skill proficiencies, but I suspect very few actual players really made great use of skills, unless they had certain expansion books.
Things I am wondering:
Gnomes?! Half orcs?! I miss those guys, but I suspect they'll be added to full version.
Prestige classes and multiclassing? I liked some aspects of the 3.x multiclassing system, since it allowed you to build whatever character you want. The caveat being that in core rules, all numbers rounded down, and 'good' saves nabbed the +2, so multiclasses could be incredible defensively, yet possibly have an atrocious bab. Or, stacking bad saves could leave you brutally vulnerable. Sooo, I liked the versatility, but disliked how easy it was make a useless multiclass.
How good will casting be, single difficult encounter or repeatability-wise? Repeatability should be for fighters and rogues, casters should be like archaic artillery: devestating in the right situation.
Overall, interesting. Could be the bridge back to old editions, but still has nifty new stuff at many levels.
This pdf is intended to be the online rules reference sheet, just with enough information to start playing 5ed to a basic level about a couple of months before the full game releases
Anyone want to try an internet game for those without play groups IRL? Anyone done that before? How's it work?
Best to think of these rules as a free demo of the game. You have to pay to get all the content. ;-)
Interestingly, an early version of the playtest had the quarterstaff as a two-handed finesse weapon that did 1d8 blunt damage, but they seem to have dropped that.
Yeah, there's always going to be people who power game, fair play to them. I'm glad they've made dual-wielding scimitars viable because if you're going to have one of your more prominent characters do it, there may as well be some mechanical benefit.
On the powergaming side, I'd be more worried about Great Weapon Fighting Style Fighters with Greatswords to be honest. 2d6 damage and rerolling 1s and 2s? GreatAxes aren't going to get much of a look-in from that build.
I agree weilding two Longswords is silly, but it used to be a decent main hand paired with a light weapon, now you require two light weapons to dual-wield. Then again, I guess if you had a d8 mainhand it would throw out the almost-balance between 2-hander wielders and dual wielders.
As for the Scimitar, I'd just call it "cutlass" or "sabre" and be done with it if it makes you happier. D&D stopped trying to model the entire breadth of medieval weapons after 2nd Ed and just focussed on weapons that fit certain templates (versatile slashing weapon, light slashing weapon) and just picked a name that vaguely fit the archetype.
FWIW, I would totally wield a greataxe over a greatsword if I felt it fit the character better. The relative drop in base DPR isn't game breaking and probably wouldn't bother anyone outside of WotC's Char-Op boards. At the end of the day this isn't a CRPG or an MMO where I'm trying to find the optimal path to "beat" the game, it's about creating a fun character and having fun with it.
Fighters are going to be fun, I'm not 100% in love with what appears to be a step back towards 3e Multiclassing, but as long as they don't go nuts with kits or prestige classes it should be fine.
(Oh who am I kidding, they're *totally* going to go nuts with kits or prestige classes, gotta sell those sourcebooks!)
Trust me.
Gnomes know how to pull a good illusion spell when they need too... This is just the grandest yet...