D&D 5E New DM Question on Options

I'll probably go w/PH primarily, with exceptions on a case-by-case basis. There are some options in Xanathar's that I really like.

If you notice class imbalance, it'll likely be down to the number (and frequency and type) of rests you allow.

Warlocks, Fighters and Monks are Short rest dependent. All Casters, Paladins and Barbarians are Long rest dependent. Rogues are 'rest neutral' in that all their abilities are 'at will'.

Accordingly you have a few levers to pull there to move the spotlight around the table, or to mix up class balance without changing a single rule; simply increasing encounter and short rest frequency will favor those short rest classes. Decreasing either will favor the long rest classes.

5E is a heavy resource management game (mechanically). Spell slots, rages, action surges, Ki points, superiority dice, hit dice, hit points, wild shapes, sorcery points, smites, lay on hands, second winds etc are all resources.

Cant stress this enough mate. How you choose to manage this aspect of the game as DM will have profound consequences for how it plays at the table.
 

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Ancalagon

Dusty Dragon
Since you are not new to D&D, but new to this edition, take a good look at the backgrounds. They aren't just "role-playing fluff", but in fact provide characters with bonus skills. Your background is about as important as your race.

You can use them to do a "soft" multiclass btw. So if your player really wanted to play a fighter-rogue.... they could play a fighter with the criminal background. Some of the subclasses also allow for that too (like the Eldritch Knight).

Also, I concur on the managing the number of encounters per day. You don't have to go with the recommended 6-8... but for the love of god there should be a few at least. The paladin in particular is extremely powerful if the player is confident that this is the only fight of the day.

Overall, class balance is pretty good. There are 3 sub-classes that are widely recognized to under-perform and you might want to steer your players away - the ranger beastmaster, the monk way of the 4 elements, and the barbarian berserker.
 

Overall, class balance is pretty good. There are 3 sub-classes that are widely recognized to under-perform and you might want to steer your players away - the ranger beastmaster, the monk way of the 4 elements, and the barbarian berserker.

All three are getting soft fixes in Tashas though from the looks of it.

Rangers in general are getting a decent power boost if the UA Class options makes it into Tashas in anything like the form it was printed (Hunters mark without concentration, Natural explorer alternate features etc) and Beastmasters who take the new Pets from that book will be just fine.

Monks look like they're also getting a general boost as well (Ki healing, free unarmed attack as a bonus action when you spend Ki with your action - good for 4EM) etc.

As for the Barbarian, Berserker isnt busted (it's actually insanely powerful; just with a hefty drawback). However the UA grants the ability to move 1/2 speed as a reaction is there, plus the ability to dip Ranger for the 'remove 1 level of exhaustion on a short rest' ACF which will significantly improve Berserkers in any game with MCing.
 

Tom Bagwell

Explorer
So, what sources are actually available for options? Apart from the PH, I'm aware of Xanathar's and UA. Then, the setting specific options like the Sword Coast. I'm not familiar with Tashas...
 

So, what sources are actually available for options? Apart from the PH, I'm aware of Xanathar's and UA. Then, the setting specific options like the Sword Coast. I'm not familiar with Tashas...

Avoid UA. That's where the broken stuff lies.

Sword Coast guide and Xanathars are the main sources for classes and spells, but you'll find races in Volo's guide, and few (Aarocrocka, Snirfneblin, Goliath, Toitle etc) scattered elsewhere.

Tashas is the next Xanathars. It's not out for another month or two.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Honestly, I'd suggest sticking to the PHB/DMG, & MM until you feel that you're comfortable with everything. I'd also advise to run is straight with no house rules or variants at first. As far as multiclassing and feats, that's all up to you. While multiclassing has always been an available option in my gaming group, no one done it. So, I really can't offer any suggestions there. On feats, I like them and have never had any problems with the in any of the games I've run or played in.

After you feel comfortable with the new editions rules, look through the rules variants to see if you like them, and freely add in stuff from Volo's, Xanathar's, Mordenkainen's, and whatever else as you see fit. Wheth you go whole hog, or just trickle in some new options is up to you.

I've been DMing and playing 5e since it first dropped. It's definitely a change from earlier editions, but so far I'm happier with it than the others editions I've experienced (I started with basic D&D and then 1e AD&D) as both a DM and a player. I have not experienced anything in 5e that's been gamebreaking or disruptive (aside from a couple players, but isn't that always the case?). In my experience, the balance issues are practically non-existant and are easily adjusted for without bringing outh the banhammer—adjusting the challenges that you present to the players easily handle any issues that arise (in case they arise) as the balance is inherently pretty good. The only real problems I've encountered are that some monsters punch above their weight class while others underperform.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
So, what sources are actually available for options? Apart from the PH, I'm aware of Xanathar's and UA. Then, the setting specific options like the Sword Coast. I'm not familiar with Tashas...
Tasha's hasn't been released yet. Volo's and Mordenkainen's also have some player options (races), but other than that, yeah, it's just the setting books.
 

pming

Legend
Hiya

I've run games for decades...but no D&D since it was AD&D. I see a lot of sources to draw on for Class Options, Backgrounds, etc. Some fit well with what I'm looking for...but I was wondering if there were any that I should steer clear of -- ones that might be overpowered, unbalanced, or can cause problems. Are there sources you always go with? Sources you avoid? Specific elements?

As an old grognard like you (I started DMing in '81/'82), I can give you my 2¢.

PHB
DMG
MM
DM Screen

I bought the first three, got the screen for x-mas from a player...and that's it. I've looked at the other books, but they all seem to do the same things that caused the ultimate downfall of 2e onward: "bloat". Every new book WotC puts out has an audience, to be sure, I'm just not it.

Also, important to note...

"Feats" = OPTIONAL!
"Multi-Classing" = OPTIONAL!

Oh, and come up with your own natural healing rules. Trust me. The ones in the game are...uh..."silly". Read them and come to your own conclusions.

Oh again, "CR"? Yeah...uh...don't bother. IMNSHO, they are pointless for the vast majority of campaigns I've run and heard about from others.

^_^

Paul L. Ming
 

Ath-kethin

Elder Thing
"Feats" = OPTIONAL!
"Multi-Classing" = OPTIONAL!

For that matter, every race except Standard Human, Dwarf, Elf, and Halfling are expressly called out as optional as well in the Player's Handbook.

I've run games for decades...but no D&D since it was AD&D. I see a lot of sources to draw on for Class Options, Backgrounds, etc. Some fit well with what I'm looking for...but I was wondering if there were any that I should steer clear of -- ones that might be overpowered, unbalanced, or can cause problems. Are there sources you always go with? Sources you avoid? Specific elements?

My vote: ignore all of the above and download the file found here:

Basic Rules for Dungeons & Dragons | Dungeons & Dragons

It's the complete 20 level game, stripped down to the races and classes you're used to. It's available as a free download from the Wizards of the Coast website.

The easiest approach IMO is to start there and worry about adding more later.
 
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Li Shenron

Legend
I've run games for decades...but no D&D since it was AD&D. I see a lot of sources to draw on for Class Options, Backgrounds, etc. Some fit well with what I'm looking for...but I was wondering if there were any that I should steer clear of -- ones that might be overpowered, unbalanced, or can cause problems. Are there sources you always go with? Sources you avoid? Specific elements?

I am going to bust my own reputation and say that you should probably steer clear of... us. The game works fine until you ask other gamers what's wrong with it.
 

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