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D&D 5e
Mar 21, 2018 12:43:24 GMT -8
Post by fray on Mar 21, 2018 12:43:24 GMT -8
Hey gang, I have my first D&D 5e game coming up, I skipped 4e. What are your impressions of it?
I'm going to be playing a gnome Rogue/Ranger, I'm pretty excited to be playing anything right now.
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D&D 5e
Mar 21, 2018 12:48:34 GMT -8
Post by the0gekko0state on Mar 21, 2018 12:48:34 GMT -8
I love it. My group and I have been playing it pretty much since release with little breaks here and there. I love the advantage disadvantage mechanic. Is there anything more specific you'd like to know?
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D&D 5e
Mar 21, 2018 14:29:05 GMT -8
Post by ericfromnj on Mar 21, 2018 14:29:05 GMT -8
fray lives!!!!!
I can't help as I never played it due to the fact I am on a PbtA kick, but I am happy to see you fray!
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D&D 5e
Mar 21, 2018 14:37:59 GMT -8
Post by greatwyrm on Mar 21, 2018 14:37:59 GMT -8
5e has edged out 2e as my favorite edition. The rules are coherent, but not cumbersome. It's pretty easy for a DM to homebrew content. I run mostly "theatre of the mind" combat these days, which it does well enough. Any specific angle you're looking for?
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D&D 5e
Mar 21, 2018 15:13:43 GMT -8
Post by vyrrk on Mar 21, 2018 15:13:43 GMT -8
If you like DnD you will love 5e. It really is the best version in my opinion. It still suffers from typical dnd combat slowdown... but over all it's clean and fun. Rogue is a fun class with sneak attack! Use that hide action often if your goal is to be combat effective.
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nanoboy
Journeyman Douchebag
Posts: 142
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D&D 5e
Mar 22, 2018 12:20:41 GMT -8
Post by nanoboy on Mar 22, 2018 12:20:41 GMT -8
I generally haven't liked D&D, but 5E is very excellent. The rules are pretty consistent, and there are a lot of good things going for it. My personal favorite thing about the system is that character classes do what you generally expect they should do, even from level 1. While optimization is still a thing, it's not like 3/3.5, as you don't have to plan for feats. (Feats exist, but they are optional, and there are no feat trees. Each feat does about everything you would want it to do.) It also incorporates better character background rules and explicitly gives the DM and players a wide berth for interpretation.
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Mike from MI
Initiate Douchebag
Posts: 6
Preferred Game Systems: "I play BOTH types of RPGs, Dungeons AND Dragons!"
Currently Running: Eberron 5e
Favorite Species of Monkey: three-headed
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D&D 5e
Mar 22, 2018 18:12:39 GMT -8
Post by Mike from MI on Mar 22, 2018 18:12:39 GMT -8
I myself skipped over the 1e/2e days. I was brought into 3.5e by a DM that had lots of wonderful terrain and hand-painted minis, and got used to the idea of map/minis/terrain in a sort of wargame tactical skirmish style. For 4e, WotC gambled on appealing to folks like me... and as history showed, lost.
5e is so very unlike the rigidity of 4e and (if you followed them all) the tactical side of 3e. I'm super happy exploring it, wondering if this "rulings not rules" approach was what people were waxing nostalgic about when fresh young me was first learning "D&D is gridded combat rounds against random monsters". Underlying it though is a modern uniform game engine with exceptions-based rule design, and an action economy that's surprisingly like 4e's if you look carefully, but presented in a way that gets out of the way when you don't need it.
One of the best things I like about 5e is there's not a whole lot of it. They've released two books that had some extra PC options in them, I think, but easily done without. I think this new Xanathar's is the first real mostly player-focused book they've written since 5e's initial release? There's a lot of ways to explore what's just in the base core books, and it seems to welcome tinkering with rules and homebrewing. I like that it's general-purpose enough to satisfy a group that likes gridded combat and crunch, while also being a good "let's just ignore the rules that we don't like or feel are too complicated" for a more narrative storytelling approach.
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D&D 5e
Mar 27, 2018 20:20:32 GMT -8
Post by fray on Mar 27, 2018 20:20:32 GMT -8
I love it. My group and I have been playing it pretty much since release with little breaks here and there. I love the advantage disadvantage mechanic. Is there anything more specific you'd like to know? Really general impressions. I spent some time going through some things. Some I thought, "Cool, that's the same." But then I'd read into it and go, "that's weird". 5e has edged out 2e as my favorite edition. The rules are coherent, but not cumbersome. It's pretty easy for a DM to homebrew content. I run mostly "theatre of the mind" combat these days, which it does well enough. Any specific angle you're looking for? Has the Attribute increase vs getting a feat been an issue? To me, it's just weird. I'm so used to having feats available. I skimmed through some books and the first thing that really got me was the Celestial Warlock. I liked the Warlock in 3.5 a lot but never thought it was effective enough to really shine. When I played D&D it was always a homebrew world and the class flavor/mechanics were stripped out for the most part. For me, Warlocks were not a class that made a pact with a evil entity, they made a pact with a supernatural entity and got some powers. My current GM doesn't allow sorcerers or warlocks. So I went back to the drawing board. A friend on G+ wrote about a multi-class PC he was working on and I looked up a few things about it, while searching I found the Background: Dead. (Xanthar’s Lost Note to Everything Else, p.41) And inspiration hit me. I so used it. I also asked the GM if I could have the Otherworldly Patron feature (Xanthar’s Guide Everything, p.54) from the Celestial warlock and he said yes. I got the semi-healer that I wanted and then I found the Divine Herald (Xanthar’s Lost Note to Everything Else, p.30) for the Rogue. And I went with the Ranger for some more spell power and going with Gloom Stalker (Xanthar’s Guide Everything, p.41). Character sheet attached. - - - - - - BackgroundNannan Graedel, "Lux" to his friends. Nannan and his family died during some supernatural conflict which left Nannan scared on his body and legs. Before dying his father prayed for his son to be saved, Selûne answered that prayer. Nannan stayed with her for a while and afterwards was returned to his grandparents. After grandma died, grandpa gave Nannan to his friend, a priest of Lathander, to take care of for a while. Grandpa wasnt heard of again. Nannan was then raised at the temple. There he befriended Quolan, (another PC in our party playing a cleric) who was like his big brother. They were always together while children but temple duties took more of their time growing up. They saw each other as much as they could, the temple wasn’t that big or busy. Nannan has always been supportive of Quolan’s acolyte duties and Quolan has been there to help Nannan out of trouble. Nannan is a saxton at the temple, getting things done and helping out where ever possible. Personality Nannan is bright, curious, loyal, perceptive, enjoys learning new things. Description Nanann has scars along his torso, front and left side, that are slightly darker fractal tree marks that extend down his thighs and down his left leg. His hair is shaggy and shoulder length. When Nannan casts light, it has a slightly blue tint to it, like moonlight. This is a part of his connection with the goddess Selûne, who Nannan thinks of as his god mother. He's been able to cast light and sacred flame since a child. He accidently killed a cat that he was playing with and scratched him. That scared him dramamtically, he didn't use that ability for many years later until he understood what it could do and know its consequences.
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D&D 5e
Mar 27, 2018 20:24:41 GMT -8
Post by fray on Mar 27, 2018 20:24:41 GMT -8
I recreated the character sheet in InDesign because I wanted to have more control over the text than the default form fillable one from the WotC site.
I really like how the skills work and look forward to seeing what it going to happen.
I'm going Rogue/Ranger every other level and taking the Squat Nimbleness feat at level 7. With the multi-class rules my spell casting is going to be on the shy side of magic, but I'm cool with that.
We are playing Curse of Strahd in the Forgotten Realms setting. GM said it should go until the PCs are around level 10.
I'm excited to play and looking forward to seeing how the new version works. More excited to play a RPG of any type really.
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D&D 5e
Mar 27, 2018 20:27:07 GMT -8
Post by fray on Mar 27, 2018 20:27:07 GMT -8
fray lives!!!!! I can't help as I never played it due to the fact I am on a PbtA kick, but I am happy to see you fray! #waves
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D&D 5e
Mar 28, 2018 4:58:47 GMT -8
Post by greatwyrm on Mar 28, 2018 4:58:47 GMT -8
Has the Attribute increase vs getting a feat been an issue? To me, it's just weird. I'm so used to having feats available. It was weird or me at first, too. But it feels like feats are different now. Most of the "cool stuff" your character can do is baked into your archetype now, instead of having to piece it together from a feat tree. So the decision now is between a) get generally better in a stat or b) get this other kinda nice perk.
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Mike from MI
Initiate Douchebag
Posts: 6
Preferred Game Systems: "I play BOTH types of RPGs, Dungeons AND Dragons!"
Currently Running: Eberron 5e
Favorite Species of Monkey: three-headed
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D&D 5e
Mar 31, 2018 6:25:55 GMT -8
Post by Mike from MI on Mar 31, 2018 6:25:55 GMT -8
Re: Attribute increase vs feats: I welcome the loss of feats. As someone who was playing 3.5/Pathfinder with all WotC/Paizo content legal, I was gasping for air drowning in feats. And later on, when I did find an interesting feat, turns out it had 15 other feats as prerequisites so I should've planned on taking that when we started a year ago. But that's just me.
I like how simple the feats are for now, that unless you're going for a particular minmax build they're both useful and not necessary for any character. I also the fact that newer players don't have to worry about them for a while, since unless you're variant human you don't get access to feats until level 4.
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D&D 5e
Apr 5, 2018 3:25:30 GMT -8
Post by ilina on Apr 5, 2018 3:25:30 GMT -8
a trick i found to make a pair of 1st level characters of the same class appear different from each other is to have each player write 3 paragraphs of backstory and 1 paragraph of personality then have the DM use that backstory and that personality to choose between any combo of two feats or two feat equivalent abilities, two low level class features from another class or archetype to give the character as DM Boons or a mixture of one each of any 2 of the three such as a feat and a low level class feature. said class features should likely be abilities you could gain before third level, but should work to define two bards or two fighters of similar build or whatever. but everyone should get them in this case. DM Boons are meant to be chosen by the DM, must make sense for the character, and must be useful in the campaign. generally a bad idea to give a DM Boon the player would have taken in thier main build anyway, so instead look to add utility rather than giving power early. and be wary of backstories designed to milk specific boons such as a fighter trying to get sharpshooter 4 levels early to get thier extra damage immediately
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D&D 5e
Apr 16, 2018 20:55:08 GMT -8
Post by fray on Apr 16, 2018 20:55:08 GMT -8
a trick i found to make a pair of 1st level characters of the same class appear different from each other... This is a great idea. I'm keeping it to use at some point.
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D&D 5e
May 1, 2018 12:17:21 GMT -8
Post by uselesstriviaman on May 1, 2018 12:17:21 GMT -8
I made the switch to 5e a few years back, and we've had a fantastic time with it. I really like how almost all of the combat crunchiness has been simplified with the advantage/disadvantage mechanic.
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