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5th ed D&D general impressions from a new player and DM.
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<blockquote data-quote="Shiroiken" data-source="post: 8198020" data-attributes="member: 6775477"><p>Welcome back!</p><p></p><p></p><p>The last 2 editions of the game pushed it to become very mechanics heavy, which made combat very long and everything very complicated. In 5E they tried to keep the concepts that worked from those editions, but return to the more streamlined play of AD&D.</p><p></p><p></p><p>The magic system is much simpler and smoother than prior editions, allowing casters to be useful without spending resources.</p><p></p><p></p><p>Advantage occurs whenever the DM decides. For a rogue the primary method is by becoming Hidden using the stealth skill.</p><p></p><p></p><p>There are a lot of online tools people have made that can help with this. Unfortunately the original books are not the best organized, and the index has been considered a joke for quite some time.</p><p></p><p></p><p>The game uses the CR metric to determine how difficult a creature is, but every method they've come up with since 3E has had flaws. Shadows are a CR 1/2 that are still a problem with 10th level characters. The giant centipede is a CR 1/4 that can kill a 1st level character in a single, non-critical hit (1d4+2 and potentially 3d6 poison damage).</p><p></p><p></p><p>The theme of a lot of classes has changed over the decades, paladin most of all. Rather than being a holy warrior of Lawful Good deities, you're now a devoted servant to a sacred oath. Sorcerers are in some way inherently tied to magic based on their sub-class. The dragon sorcerer is descended from dragons, for example, but a wild mage isn't. There are more sub-classes in expansion books that give other options as well. As for wild-magic, that wasn't a setting specific thing, although it was introduced in Forgotten Realms (the wild mage was originally printed in a generic 2E book). Unfortunately since 2E aspects of the Realms has slowly bled into the basic D&D rules; check out the height of elves for example.</p><p></p><p></p><p>The encounter building assumes that no one is really in danger of death unless you're in a Deadly encounter, so that's working as designed. 5E is "easy mode" by default, but it's not that hard to ramp it up a bit to make it lethal. IME the lethality is limited after level 5 because of resurrection magic like Revivify. In my first campaign from level 1-18 had about a dozen deaths above level 5, but the only permanent one was against the cleric.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8198020, member: 6775477"] Welcome back! The last 2 editions of the game pushed it to become very mechanics heavy, which made combat very long and everything very complicated. In 5E they tried to keep the concepts that worked from those editions, but return to the more streamlined play of AD&D. The magic system is much simpler and smoother than prior editions, allowing casters to be useful without spending resources. Advantage occurs whenever the DM decides. For a rogue the primary method is by becoming Hidden using the stealth skill. There are a lot of online tools people have made that can help with this. Unfortunately the original books are not the best organized, and the index has been considered a joke for quite some time. The game uses the CR metric to determine how difficult a creature is, but every method they've come up with since 3E has had flaws. Shadows are a CR 1/2 that are still a problem with 10th level characters. The giant centipede is a CR 1/4 that can kill a 1st level character in a single, non-critical hit (1d4+2 and potentially 3d6 poison damage). The theme of a lot of classes has changed over the decades, paladin most of all. Rather than being a holy warrior of Lawful Good deities, you're now a devoted servant to a sacred oath. Sorcerers are in some way inherently tied to magic based on their sub-class. The dragon sorcerer is descended from dragons, for example, but a wild mage isn't. There are more sub-classes in expansion books that give other options as well. As for wild-magic, that wasn't a setting specific thing, although it was introduced in Forgotten Realms (the wild mage was originally printed in a generic 2E book). Unfortunately since 2E aspects of the Realms has slowly bled into the basic D&D rules; check out the height of elves for example. The encounter building assumes that no one is really in danger of death unless you're in a Deadly encounter, so that's working as designed. 5E is "easy mode" by default, but it's not that hard to ramp it up a bit to make it lethal. IME the lethality is limited after level 5 because of resurrection magic like Revivify. In my first campaign from level 1-18 had about a dozen deaths above level 5, but the only permanent one was against the cleric. [/QUOTE]
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