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What are the highlights of D&D 5th edition for you?
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<blockquote data-quote="Oofta" data-source="post: 9278103" data-attributes="member: 6801845"><p>I've been playing D&D pretty much since it was a thing, yet after playing 4E for a couple years I was ready to call it quits. It just wasn't for me. Fortunately 5E's release coincided with wrapping up 4E campaign that went to 30th and I fell in love with the game all over.</p><p></p><p>Once again, I enjoyed the freedom of old school TSR D&D. As a DM I made rulings and we moved on, as a player PC build was still important but optimization wasn't the end all be all. Gone was the wacky math of the TSR editions and the rule for everything attitude of 3.x. Things like bounded accuracy and advantage/disadvantage got us off the treadmill of "I need +X equipment by level Y", and I was able to ditch my old enhancement tracking sheet. </p><p></p><p>But what really worked for me was that it feels like the rules are no longer trying to control the style of play. The previous couple of editions had felt like they were trying to lock things down to one style of play, trying to make everyone adopt a tournament style of play. It was easy to once again throw in a handful of house rules while still being able to understand the impact I would have on other aspects of the game. </p><p></p><p>I guess the best way I can explain it is that for me it feels like 5E supports the game I want to play but doesn't try to enforce it's vision on me. After a decade I haven't burned out on the game yet. While high level play gets a bit wacky it doesn't fall apart or grind to a virtual halt like previous editions. The game still has things I disagree with, but nothing's perfect and many are fixed with minor house rules.</p><p></p><p>All of that makes it the best version of D&D I've played, and I've played them all.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9278103, member: 6801845"] I've been playing D&D pretty much since it was a thing, yet after playing 4E for a couple years I was ready to call it quits. It just wasn't for me. Fortunately 5E's release coincided with wrapping up 4E campaign that went to 30th and I fell in love with the game all over. Once again, I enjoyed the freedom of old school TSR D&D. As a DM I made rulings and we moved on, as a player PC build was still important but optimization wasn't the end all be all. Gone was the wacky math of the TSR editions and the rule for everything attitude of 3.x. Things like bounded accuracy and advantage/disadvantage got us off the treadmill of "I need +X equipment by level Y", and I was able to ditch my old enhancement tracking sheet. But what really worked for me was that it feels like the rules are no longer trying to control the style of play. The previous couple of editions had felt like they were trying to lock things down to one style of play, trying to make everyone adopt a tournament style of play. It was easy to once again throw in a handful of house rules while still being able to understand the impact I would have on other aspects of the game. I guess the best way I can explain it is that for me it feels like 5E supports the game I want to play but doesn't try to enforce it's vision on me. After a decade I haven't burned out on the game yet. While high level play gets a bit wacky it doesn't fall apart or grind to a virtual halt like previous editions. The game still has things I disagree with, but nothing's perfect and many are fixed with minor house rules. All of that makes it the best version of D&D I've played, and I've played them all. [/QUOTE]
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What are the highlights of D&D 5th edition for you?
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