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D&D 5E Official D&D Basic Discussion Thread

illithian

Explorer
Like what im reading so far.
also i appriciate the headsup to Flint Fireforge under the typical names for dwarves.

i also noticed that the wall of stone spell is concentration up to 10 minutes but if you keep concentration for the duration the wall becomes permanent. Havent checked if this mechanics is used anywhere else but i find i like it.

Illithian
 

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Li Shenron

Legend
A variant human is there. +1 to 2, an extra skill, and an extra feat.

Thank God.

And for those who don't use feats, this options already suggests to grant 2 extra skills instead.

Multiclassing is mentioned; but they drop a new? caveat; you must meet both the current class and the new class multiclass prerequisites. No more level 1 10 STR fighters MC'ing into Wizard.

I would have preferred they removed those score prerequisites completely.

But this (surprising) update is actually an improvement IMO, since at least it makes things more equal whether you start as a FTR or as a WIZ. Now those score requirements at most serve the (debatable*) purpose of limiting multiclassing.

*debatable because if I don't like multiclassing I'd rather say "no multiclassing" and if I don't like heavy multiclassing I'd rather say "max 2 classes" or something like that... instead these apparently clever limits always get bypassed by more clever players

Fighter's using great weapon style re-roll a 1 or 2 on a damage roll. So no DoaM in Basic.

That's great.

Oh bonus prize for people who hate "Martial Healing". This Fighter literally regenerates at level 18.

Martial self-healing is not the same as "martial healing".

Personally I dislike healing fighters that achieve the same effects as a cure wounds (even if smaller) by running around with bandages, or worse by yelling at comrades. But I don't have any significant issue with regaining your own HP, although this Survivor ability is so massive that I'd have to see it in play before judging.

Oh my god, this is wonderful! The sex/gender bit is just BAM straight-up LGBTQIA-friendly progressive. It's possibly the most directly progressive message in this department I've ever seen in a mainstream fantasy RPG (granted, some may have escaped my attention), and it's awesome. The example of a character who would be called trans as LITERALLY made in the image of (a) god is just beautiful.

That is definitely what I call a good start to this chapter, and indeed puts me in a good place regarding 5E (as someone with gay and trans friends and players, particularly so). :D :D :D

That was the possibly most unexpected addition for me! +1 to WotC for being so bold.

For the most part they've fixed all the stacking issues regarding tools & skills, but we're still left with a few points of illogic like "why is an herbalist kit at tool but a healer's kit is regular equipment?"

Uhm, hard to say... maybe Healer's Kits never require any ability check (hence no use for the prof bonus) while Herbalist Kit's sometimes do.

They might have still made them tools to prevent everybody to be able to use them, but at this point I guess they wanted the opposite, i.e. they indeed wanted everybody to be able to use them.
 

Sadras

Legend
This edition is so good and so inclusive I think they did a brilliant job.

Nothing stops the 4e crowd from throwing in a power for their characters every x levels without breaking the game. And we have already seen the Non-Magic Healing Mechanics & DOAM during the playtest. Also Skill Challenges are easy to incorporate.

Nothing stops the 3e crowd from introducing more Skills and dissecting Feats allowing for more customization.

Nothing stops the old school crowds from introducing Spell Interruption, Initiative/Segment Mechanics, Level Drain..etc

Too much goodness. And then we have the wonderful artwork for inspiration coming.
Happiness. Overflown.
 

Li Shenron

Legend
Backgrounds give 2 skills, not 3.
Classes give 2 skills, not 3.

This is clearly a small strategic change: move more skills under class to slightly strengthen archetypes.

BTW, previously backgrounds granted 3 skills and classes granted 1 skill (or 3 Rogue, Bard and maybe Ranger). So they just shifted 1 skill from background to class, the total number remains the same.

Now I have to go check your PC in PbP to see how many skills profs you gave yourself :cool:
 

pemerton

Legend
I don't read FR fiction. Never have. I was reading the sidebars on Tika and Artemis and it took a second or possibly third reading to realise that Artemis is a dude.
I don't follow FR and had the same confusion. I've always assumed that Artemis is a feminine name.

This Yahoo Answers thread led me to these three pages on a baby names website. Apparently, as a masculine name "Artemis" is a variant of "Artemas", a masculine name for a follower of the goddess and occurring in the letter of St Paul to Titus (ch 3, v 12).

Who said D&D isn't educational?
 

I don't follow FR and had the same confusion. I've always assumed that Artemis is a feminine name.

Wasn't Artemis one of the Three Musketeers?

Perhaps in light of the new inclusiveness it can be regarded as androgynous, and Artemis Entreri can be retconned as an LGBT character of some sort. An outwardly androgynous, trans-gendered assassin who is an expert in disguise is a cool character concept IMO.
 


Kobold Stew

Last Guy in the Airlock
Supporter
This is clearly a small strategic change: move more skills under class to slightly strengthen archetypes.

BTW, previously backgrounds granted 3 skills and classes granted 1 skill (or 3 Rogue, Bard and maybe Ranger). So they just shifted 1 skill from background to class, the total number remains the same.

Now I have to go check your PC in PbP to see how many skills profs you gave yourself :cool:

It may strengthen archetypes, but I do feel they shied away at the last minute from the aweness that they had going with backgrounds. I'm not complaining, but it does feel that they finally blinked which is too bad.

(And I hope that the rogue does stay ahead in skills of the Bard and Ranger. we'll see.)
 

TheFindus

First Post
I am underwhelmed

I read the rules and I am truly underwhelmed. This ruleset looks and feels really old-fashioned to me. We are back to almost 30% of the rules containing spells as class features for the wizard and the cleric only. Spells are walls of text again with fluff caked into the spell description (why is it important to spend ink on the fact that the ray of disintegrate is green or the beam of light from delayed blast fireball is yellow for example?). A look at the cleric advancement table with the spell progression list makes me want to cry (and not with joy).
HP are really low, even at 2nd level one or two only halfway decent hits will kill a wizard or a rogue. Hit dice recovery is very low at best because a short rest is one hour. My hero will need a really good reason to walk into a dungeon and come out alive.
We have spell components again, which I have definitely not waited for, really.
Minor unbelievabilities: a rogue's sneak attack works only with ranged and finesse weapons (you cannot sneak with a club or a handaxe or a longsword?) and the protection fighting style is for shield users only. Is this what D&D considers tactical options these days? Oh my.

So, this ruleset is something I have played a long long time ago back in the early 90s and feels like that, too. Been there, done that. Man, am I dissapointed. I kind of understand the bow to the old-fashioned folks. But this? It is definitely not for me. Those who like this sort of stuff: enjoy.
 


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