mattcolville
Adventurer
I'm going to run 5E tomorrow for the guys who introduced me to D&D back in 1986. Well, some of them, and one of their sons, and a coworker.
Having run 5E at work, I found the process of making a dude was needlessly complicated for three reasons.
1: A lot of the information is presented as though you'd never played D&D or even read fantasy before. That's fine, open playtest, but I don't need any of that crap and it's taking up space.
2: All the stuff for all the levels is all here. Which means 90% of the playtest docs is not useful for character creation.
3: The information is not presented in a straightforward manner. It took me a while to find out how much gold you start with. Had to read a little to figure out how many Lore...lores you know.
So I took it upon myself to edit the playtest docs. I cut out ALL the stuff you don't need to make a first level dude. Including text describing how 1st level stuff works at higher level. They can read about this later, on their time, when they level up, whatever. I want to make dudes and play.
I cut out all the fluff. The Races doc now literally just tells you what you get for each race. It doesn't describe what a Dwarf is. My players know that.
I cut all the spells out apart from Cantrips and Level One spells, and then made a Mage Spells, Cleric Spells, and Druid Spells doc, so players of those classes don't have to sift through all the other spells they can't cast to find the ones they can.
I edited the text so Equipment begins; "You start with 175g to spend on gear." Then it explains how Backgrounds work and choosing a loadout if you want.
The Lore section begins "you know two fields of lore...."
Now I have a collection of incredibly straightforward, streamlined, 1st Level documents! Editing this stuff together was a great way for me to see the rules, in a way that reading them would not have done.
I noticed, for instance, that the various classes all sort of start at 3rd level. Which the Devs have talked about. The Paladin gets his Oath at level 3. The Ranger his Favored Enemy, the Barbarian his Totem or whatever.
All of them work like this...except the Cleric. The Cleric gets a Domain at level 1!
Is this to make Clerics more appealing at lower levels?
It was also interesting seeing how many classes could be described in half a page...unless you're a spellcaster. Spellcasters take TWO pages, roughly four times as much info at 1st level.
The plan is to get together tomorrow, roll 4D6 six times, discarding the low-die, and put them in order. First roll is for STR, second is for CON, etc....
I'm using this rule because I think the process of figuring out "how do I use these stats" is creative and interesting, as opposed to just choosing what you want.
I don't know what I'm going to run, either Danger and Darkshelf Quarry, the new lead-in to the Slave Lords series they just rereleased, or Forge of Fury.
I will report back on more tomorrow and which adventure I chose. I'm open to suggestions also, or insight between the two.
Having run 5E at work, I found the process of making a dude was needlessly complicated for three reasons.
1: A lot of the information is presented as though you'd never played D&D or even read fantasy before. That's fine, open playtest, but I don't need any of that crap and it's taking up space.
2: All the stuff for all the levels is all here. Which means 90% of the playtest docs is not useful for character creation.
3: The information is not presented in a straightforward manner. It took me a while to find out how much gold you start with. Had to read a little to figure out how many Lore...lores you know.
So I took it upon myself to edit the playtest docs. I cut out ALL the stuff you don't need to make a first level dude. Including text describing how 1st level stuff works at higher level. They can read about this later, on their time, when they level up, whatever. I want to make dudes and play.
I cut out all the fluff. The Races doc now literally just tells you what you get for each race. It doesn't describe what a Dwarf is. My players know that.
I cut all the spells out apart from Cantrips and Level One spells, and then made a Mage Spells, Cleric Spells, and Druid Spells doc, so players of those classes don't have to sift through all the other spells they can't cast to find the ones they can.
I edited the text so Equipment begins; "You start with 175g to spend on gear." Then it explains how Backgrounds work and choosing a loadout if you want.
The Lore section begins "you know two fields of lore...."
Now I have a collection of incredibly straightforward, streamlined, 1st Level documents! Editing this stuff together was a great way for me to see the rules, in a way that reading them would not have done.
I noticed, for instance, that the various classes all sort of start at 3rd level. Which the Devs have talked about. The Paladin gets his Oath at level 3. The Ranger his Favored Enemy, the Barbarian his Totem or whatever.
All of them work like this...except the Cleric. The Cleric gets a Domain at level 1!
Is this to make Clerics more appealing at lower levels?
It was also interesting seeing how many classes could be described in half a page...unless you're a spellcaster. Spellcasters take TWO pages, roughly four times as much info at 1st level.
The plan is to get together tomorrow, roll 4D6 six times, discarding the low-die, and put them in order. First roll is for STR, second is for CON, etc....
I'm using this rule because I think the process of figuring out "how do I use these stats" is creative and interesting, as opposed to just choosing what you want.
I don't know what I'm going to run, either Danger and Darkshelf Quarry, the new lead-in to the Slave Lords series they just rereleased, or Forge of Fury.
I will report back on more tomorrow and which adventure I chose. I'm open to suggestions also, or insight between the two.