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What are the highlights of D&D 5th edition for you?
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<blockquote data-quote="CleverNickName" data-source="post: 9279186" data-attributes="member: 50987"><p>There were lots of highlights for me, but the biggest ones:</p><ul> <li data-xf-list-type="ul">Fewer rules and more DM adjudication. This meant there were fewer rules <em>arguments </em>at my table.</li> <li data-xf-list-type="ul">No magic item "shopping lists" in the PHB. This shifted my players' expectations in a subtle but important way.</li> <li data-xf-list-type="ul">Numerous rules being described as "optional, check with your DM" in the PHB. This also shifted my players' expectations in a less subtle, but still important way. The whole tone of character creation felt more like "the players and the DM need to work together" and less like "here's a sneaky way to trick your DM."</li> <li data-xf-list-type="ul">Magic item attunement rules. "Christmas tree" characters became a thing of the past.</li> <li data-xf-list-type="ul">Legendary actions/Legendary Resistance/Lair Actions. These went a long way toward making grand finales, boss encounters, and major NPCs more memorable and cinematic. Much better than just "make the numbers bigger, lol" techniques of earlier editions.</li> <li data-xf-list-type="ul">Streamlining the action economy. Now we have Action, Bonus Action, and Movement, when in earlier editions we had to struggle with action, full action, free action, partial action, move action, swift action, immediate action...</li> <li data-xf-list-type="ul">Streamlined (and flattened, and reduced) math. I didn't care for the endless stacking bonuses of 3.X and Pathfinder--the game was all but unplayable for my group past 10th level. Things still slow down quite a bit around level 10, but not nearly as much as they used to.</li> </ul><p>I have several gripes about 5E as well, but I'll save them for the inevitable "lowlights of D&D 5E" thread. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9279186, member: 50987"] There were lots of highlights for me, but the biggest ones: [LIST] [*]Fewer rules and more DM adjudication. This meant there were fewer rules [I]arguments [/I]at my table. [*]No magic item "shopping lists" in the PHB. This shifted my players' expectations in a subtle but important way. [*]Numerous rules being described as "optional, check with your DM" in the PHB. This also shifted my players' expectations in a less subtle, but still important way. The whole tone of character creation felt more like "the players and the DM need to work together" and less like "here's a sneaky way to trick your DM." [*]Magic item attunement rules. "Christmas tree" characters became a thing of the past. [*]Legendary actions/Legendary Resistance/Lair Actions. These went a long way toward making grand finales, boss encounters, and major NPCs more memorable and cinematic. Much better than just "make the numbers bigger, lol" techniques of earlier editions. [*]Streamlining the action economy. Now we have Action, Bonus Action, and Movement, when in earlier editions we had to struggle with action, full action, free action, partial action, move action, swift action, immediate action... [*]Streamlined (and flattened, and reduced) math. I didn't care for the endless stacking bonuses of 3.X and Pathfinder--the game was all but unplayable for my group past 10th level. Things still slow down quite a bit around level 10, but not nearly as much as they used to. [/LIST] I have several gripes about 5E as well, but I'll save them for the inevitable "lowlights of D&D 5E" thread. ;) [/QUOTE]
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What are the highlights of D&D 5th edition for you?
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