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5th edition quickstart guide for 3rd edition GMs
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<blockquote data-quote="hastur_nz" data-source="post: 7099092" data-attributes="member: 40592"><p>I think your list is too big; you should aim for about half a page, and that's still bordering on too much, because you risk drowning the big and important changes (which are very few), with various other little bits that are of no great concern and might or might not come up in play. </p><p></p><p>For me, the highlights are very simple:</p><p>* Advantage / Disadvantage</p><p>* Actions in combat (simpler)</p><p>* Proficiency Bonus ("flatter" - c.f. Bounded Accuracy)</p><p>* Saves, Skills and Checks incl. DC's (simpler, flatter)</p><p>* Bounded Accuracy (ties into skills, proficiency, monsters, magic items etc; flatter)</p><p>* Hit Dice (ties into short and long rests, the adventuring day, healing, etc)</p><p>* Classes now include more options, there are no Prestige Classes</p><p>* some things are now "optional" (multi-classing, feats, etc)</p><p></p><p>Overall, the differences between 3.x and 5e are not that great, especially for players; the main change is simply that creating a character is more rounded and potentially simpler; in-game it has much greater potential for smoother faster play. For the DM, if you've never played 4e, then all I can really say is Hallelujah finally the game just got simpler to run e.g. no more complex monsters who never get to use 80% of their capabilities.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7099092, member: 40592"] I think your list is too big; you should aim for about half a page, and that's still bordering on too much, because you risk drowning the big and important changes (which are very few), with various other little bits that are of no great concern and might or might not come up in play. For me, the highlights are very simple: * Advantage / Disadvantage * Actions in combat (simpler) * Proficiency Bonus ("flatter" - c.f. Bounded Accuracy) * Saves, Skills and Checks incl. DC's (simpler, flatter) * Bounded Accuracy (ties into skills, proficiency, monsters, magic items etc; flatter) * Hit Dice (ties into short and long rests, the adventuring day, healing, etc) * Classes now include more options, there are no Prestige Classes * some things are now "optional" (multi-classing, feats, etc) Overall, the differences between 3.x and 5e are not that great, especially for players; the main change is simply that creating a character is more rounded and potentially simpler; in-game it has much greater potential for smoother faster play. For the DM, if you've never played 4e, then all I can really say is Hallelujah finally the game just got simpler to run e.g. no more complex monsters who never get to use 80% of their capabilities. [/QUOTE]
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5th edition quickstart guide for 3rd edition GMs
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