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D&D 5E Things that make you want to buy 5E


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It runs like a charm and its fun to DM due to the ability score mechanic reliance, streamline rules and light weight components. Its a simpler game that produce fast combats. A modular approach means i will be able to add the level of complexity that i want into the game. I also like Bounded Accuracy. Its take on magic items. How races and classes have shaped up i where i like them. How feats and skills are delivered. The return of the 9 alignment and the great wheel cosmology. A turn-based Initiative and condition system. It has so many components that i like em that i cant wait to buy 5E!

Bolded parts are opinion or pure speculation not backed up by documentation beyond vague references in articles that can be misinterpreted. Personally from what I've seen it doesn't run like a charm and its not fun to DM (easier maybe, but not any more fun than 4E DMing). The vaunted modularity so far in practice boils down to a few optional rules that don't really alter the game very much.

The rest are things that could make it a success.
 


What are the things that make you want to buy 5E?

- lighter combat rules
- modularity & dial-ability
- bounded accuracy
- not much system mastery required
- no fixed amount of magic equipment required
- easily customizable classes (at least via subclasses)
- different PC complexity allowed at the same table
- interesting modules so far (exploration rules, interaction rules) or announced (downtime system)
 

Honestly, I'm getting to old to care about fiddly things.

4e had the awesome defined attacks that weren't fiddly. They may have tied my hands as a DM a little too muchy, but they didn't need 50 pages of rules to do anything.

Old School DnD has freedom, and I love that.

Pathfinder has the "feel" that I want in an RPG, but has too much Fiddly bit.

Next has the definition of 4e, freedom of the Old School, and the feel of 3.5/Pathfinder. Therefore, it gets all my money!
 

I often get accused of 'hate' and not using constructive criticism because I don't mention any positive feedback.

Bolded parts are opinion or pure speculation not backed up by documentation beyond vague references in articles that can be misinterpreted. Personally from what I've seen it doesn't run like a charm and its not fun to DM (easier maybe, but not any more fun than 4E DMing). The vaunted modularity so far in practice boils down to a few optional rules that don't really alter the game very much.

Made it an entire page of posts! ;)

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For me it will probably come down to whether or not there is a .pdf of the PhB for $9.95 (or maybe $14.95 - that sale got me to get 13th age) . Otherwise, if someone else in our group wants to play badly enough I'll borrow their copy until it proves itself. I've got too many other things in life demanding my money right now.
 
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Experience. Not the XP kind, but the experience of running and playing 5e for over a year and a half, and having the group be completely on board that whole time. Only one or two of us would have dared to run a game of 3.5 or 4e when we were playing those, but so far during the Next playtest (and post-playtest) four of us have stepped up to the DM plate, and there'll be more. Running a game of D&D Next is a breeze. Among other things, I appreciate that I don't have to throw in a bunch of +1 magic gear unless I feel like it.

I'll be buying 5e because I straight-out want to, and because it suits my group down to the ground.
 

Bolded parts are opinion or pure speculation not backed up by documentation beyond vague references in articles that can be misinterpreted.
Why my opinion of how it perform based on my own experience when running it is not good enought things to want to make me want to buy 5E and must be questioned by you? :blush:
 

Aside from shorter combats, the other big thing about DDN that I really dig is that I like the way most of the classes have come up.

I still worry about:

* 5 minute days returning and casters and martials having somewhat different rates where there powers recharge.
* I also have a feeling that the concentration mechanic may have gone too far in limiting the flexibility of casters.
* I also find some of the spells to be really boring - they are familiar but man, the game desperately needs some new ideas for low level cleric spells.

All in all I still like 4th ed more - mainly for what it tried to do to rethink the game, develop new ideas and the elegance of static defences and the skill system. But I still want to give DDN a whirl.
 
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I like most of what I've seen of D&D Next, but for this thread I'll focus on two features. First, the rules seem simpler and less fiddly, so I don't expect to need a spreadsheet to play my wild-shaping druid who likes casting buffs. Second, the combat system seems more flexible, so as a DM I don't feel pressure to design every encounter as a set piece with a tactical map to facilitate the players' free shifts, forced movement, and other such abilities. On the whole, I'm looking forward to the rules getting in the way less, while still providing an entertaining game structure.
 

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