D&D 5E How do I 5e?

Damnit, how could I have forgotten the Proficiency! :)

One of the best new features. All tests are a simple ability roll (d20+Ability mod). If you are proficent in the action (weapon, skill, etc.) then you add the profiecincy bonus, which is the same for everything.
 

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I don't play 3.5E but I got the core books. Personally I feel the prominent feature in 5E is that there is not much of +X +Y +Z +A +B to dice roll. 5E is simpler with ability mod and proficiency bonus (the latter pegs to experience level and it is only from +1 to +5) to dice roll. Best feature yet is just rolling 2d20 for advantage/disadvantage.
 

I'm new to pbp games and I have only played 3.5/pathfinder at all. I've noticed most games here are for 5e and I'm itching to play so I'm eager to learn. What are the main differences between 5e and what I'm used to? Someone please help me in my conversion.
If your DM uses Feats and Multi-classing you'll hardly notice the difference. You have far fewer choices than 3.5/PF, aside from that, 5e should be very familiar. If you're familiar with 3.5 or earlier versions of D&D, you can prettymuch just sit down and start playing 5e with little trouble. The spellcasting mechanics take a few moments to wrap your head around - you prepare a certain number of spells like a Wizard, but not in the usual spell-level-based slots just a list of so many prepared spells based on caster stat and level, instead you expend your slots to spontaneously cast any of the spells you have prepared, like a Sorcerer.

Instead of a lot of fiddly modifiers to rolls, you usually get Advantage (roll 2d20, take the higher) or Disadvantage (same, take the lower) assigned by the DM.

If you're not used to pre-3e D&D, you may be taken aback at the way the game depends on DM rulings for everything, rather than having an explicit RAW and an expectation the DM will stick to it, or have equally explicit house rules up front if he intends to deviate from RAW.

Aside from that, it's lots of little differences, each of which might trip you up once. Kinda like going from 3.0 to 3.5 to Pathfinder, except that some of the differences are more like a step back towards 2e.
 

Another change to the rules is the addition of Inspiration, a mechanic designed to encourage role-playing during game play. Inspiration is a "point-based" mechanic earned by role-playing the features (personality, ideals, bonds, and flaws) of your characters background or through other means (e.g. super cool actions). Once gained, you may spend them (1 point per encounter) to add a bonus action, to modify a check or save, or for other purposes (read the rules for the rest.)
 

The way I explained it to one of my players is Pathfinder went out drinking and meet Fate Core on the dance floor. They mixed it up a little and then went back to Fates apartment where they started to get it on but then Fates husband AD&D came home and just beat the crap out of Pathfinder till Pathfinder jumped out the window into the street and was hit by a car driven by the OSR.

After a extensive stay in the hospital, Dungeons and Dragons 5E walked out.


If that doesn't explain everything you need to know then you are not a textual psionic.
 

I'm new to pbp games and I have only played 3.5/pathfinder at all. I've noticed most games here are for 5e and I'm itching to play so I'm eager to learn. What are the main differences between 5e and what I'm used to? Someone please help me in my conversion.

Some things you might notice:
  • Bigger, but fewer decisions when making a character. 3e/PF has a lot of granularity. In 5e, the tendency is for a few major decisions, and fewer tiny decisions. For instance, rather than assigning skill points to skills at each level up, now you just have a certain number of skills you are proficient in, and those gain power with you as you level up.
  • Fewer +2's. In line with the above point, you won't see a lot of +1 to X, or +2 to Y or +4 to Z things. With a few caveats, the plusses you get all stack, so there's no memorizing of bonus types. You'll see the Advantage and Disadvantage mechanics replacing the smaller +'s.
  • Flatter challenge curve. Combats are fast and furious, but one monster can challenge a party over a wider range of levels than before. A CR 2 creature might be found solo at level 2, in packs of 5 by level 11, and in hoards of 16 by level 16, but it's the same creature, essentially.
  • No Healbot Needed. In normal play, potions of healing do the trick of waking up your KO'd folks just fine, and between combats, HD replace the "wand of CLW" that a lot of 3e parties had kicking around.
  • Treasure is a Big Deal. There's no average wealth by level or magic item slots, because the "christmas tree" effect is curbed significantly. Treasure isn't necessary, but it's nice!
  • Less detail, more DM judgement calls. Corner cases in the rules are handled by DM judgement calls, not by detailed rules, so you're encouraged to get on the same page as your DM about a lot of things and to ask for their ruling fairly often rather than relying on the mechanical assumptions in the rulebooks.

Probably other things, but these would be what I would call out.
 


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