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<blockquote data-quote="Rhenny" data-source="post: 6562767" data-attributes="member: 18333"><p>I know I'm late to this party, but I wanted to add my thoughts too.</p><p></p><p>Like others, I find the 3 core books to be some of the best written and idea inspiring books any D&D (including Pathfinder) has produced. I don't regret buying mine, and I bought them from my FLGS so that I could get them early even though it cost me nearly twice as much.</p><p></p><p>What I'm finding most encouraging about 5e is that it actually lets me and my groups play they way we want to play. If we want to go grid-less it works. If we use a grid it works. If we want it to be simple and as DM I don't want to spend a lot of time creating or inventing, it lets me do that. If I want to add more bells and whistles, create custom content and make monsters or standard encounters more complex or difficult, it lets me do that. In fact, it is so flexible that I can "wing it" and create encounters or events on the fly. (Personally, I like to make an outline of an adventure and then let the session go wherever it goes, adding, modifying and reacting to players on the fly - Although for the past 5 months I've been running a modified Ghosts of Dragonspear Castle so I'm now using that as my outline). </p><p></p><p>The entire simple chassis was designed so that it can remain simple if that's what people want, but it can also be expanded and modified for those that really want to tweak or customize the focus and feel of their sessions. The simplicity of design allows me to modify monsters very easily. If I want a more challenging specimen, I can add class levels or feats or invent special abilities. The information in the core books is enough for me to hang my hat on. I can extrapolate and manipulate without much fear that I'm going to break the game or make another rule/part of the game obsolete. </p><p></p><p>The other most encouraging thing I find about 5e is that when I DM or play, it is so much easier to run or play in sessions that balance the 3 pillars of the game (combat, exploration and interaction). With 5e we usually feel more satisfied with each session because we experience more and there is more that appeals to the strengths of different classes/PCs. Each class really does get to do what it does best because most sessions have an opportunity for a variety of situations to happen. We don't spend hours in combat and realize that we really didn't explore or interact/roleplay with monsters, npcs or the other PCs in our party. That said, if I want to make a particularly complicated set piece encounter that really tests the PCs, I can do it and we can spend an hour or more playing out the combat. Personally, I'd rather a session have 2 medium (20-30 minutes each) encounters and 1 easy encounter (10 minutes) rather than 1 huge encounter (1+ hour), but with 5e I find that it is easier for me to vary the encounters but still have the specter of death and danger looming even if an encounter doesn't end in a near TPK. To add to this, I've run games of varying lengths and I can still balance the pillars. Even a 1 hour session has been satisfying.</p><p></p><p>Overall, I love the game and feel that DMs and players can take it to whatever level they like.</p><p></p><p>I hope some of this inspires you, but of course, any D&D is good D&D and ultimately we all should just play what we find most appealing.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6562767, member: 18333"] I know I'm late to this party, but I wanted to add my thoughts too. Like others, I find the 3 core books to be some of the best written and idea inspiring books any D&D (including Pathfinder) has produced. I don't regret buying mine, and I bought them from my FLGS so that I could get them early even though it cost me nearly twice as much. What I'm finding most encouraging about 5e is that it actually lets me and my groups play they way we want to play. If we want to go grid-less it works. If we use a grid it works. If we want it to be simple and as DM I don't want to spend a lot of time creating or inventing, it lets me do that. If I want to add more bells and whistles, create custom content and make monsters or standard encounters more complex or difficult, it lets me do that. In fact, it is so flexible that I can "wing it" and create encounters or events on the fly. (Personally, I like to make an outline of an adventure and then let the session go wherever it goes, adding, modifying and reacting to players on the fly - Although for the past 5 months I've been running a modified Ghosts of Dragonspear Castle so I'm now using that as my outline). The entire simple chassis was designed so that it can remain simple if that's what people want, but it can also be expanded and modified for those that really want to tweak or customize the focus and feel of their sessions. The simplicity of design allows me to modify monsters very easily. If I want a more challenging specimen, I can add class levels or feats or invent special abilities. The information in the core books is enough for me to hang my hat on. I can extrapolate and manipulate without much fear that I'm going to break the game or make another rule/part of the game obsolete. The other most encouraging thing I find about 5e is that when I DM or play, it is so much easier to run or play in sessions that balance the 3 pillars of the game (combat, exploration and interaction). With 5e we usually feel more satisfied with each session because we experience more and there is more that appeals to the strengths of different classes/PCs. Each class really does get to do what it does best because most sessions have an opportunity for a variety of situations to happen. We don't spend hours in combat and realize that we really didn't explore or interact/roleplay with monsters, npcs or the other PCs in our party. That said, if I want to make a particularly complicated set piece encounter that really tests the PCs, I can do it and we can spend an hour or more playing out the combat. Personally, I'd rather a session have 2 medium (20-30 minutes each) encounters and 1 easy encounter (10 minutes) rather than 1 huge encounter (1+ hour), but with 5e I find that it is easier for me to vary the encounters but still have the specter of death and danger looming even if an encounter doesn't end in a near TPK. To add to this, I've run games of varying lengths and I can still balance the pillars. Even a 1 hour session has been satisfying. Overall, I love the game and feel that DMs and players can take it to whatever level they like. I hope some of this inspires you, but of course, any D&D is good D&D and ultimately we all should just play what we find most appealing. Cheers. [/QUOTE]
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