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Just wrapped up four consecutive days of D&D 5th.
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<blockquote data-quote="Melkor" data-source="post: 6328884" data-attributes="member: 10786"><p>Some additional thoughts (apologies in advance for run on sentences):</p><p></p><p>The Halfling Rogue in the Starter spent a lot of time using his bow with success. The "Lucky" reroll a 1 ability was a godsend no less than six times over the course of several days. When he went to use his Shortsword, the DM asked why he wouldn't simply pick up a light weapon in his off-hand and use it all of the time...I didn't do that, but had to agree. The Sneak Attack with the bow when an enemy of the target is within 5' was used over and over in the game. It was a big boon for the Rogue.</p><p></p><p>The other character I played was the Human Defense Fighter. I consistently rolled badly with him, but he seemed a little underwhelming. He was able to block a corridor during an epic battle that played out and soak up some damage with Second Wind, his Hit Points, and his decent AC - but fell and failed three Death Saves after a single success. Second Wind and Action Surge felt 'necessary' against some of the bigger foes we encountered and kept the battles exciting.</p><p></p><p>My friend played the Elven Mage and the Dwarf Cleric. He seemed to own the day when he was fully rested with spells, but if we were pressed into multiple encounters without a Short Rest, he quickly was relegated to Cantrips with these two characters, and both went down fairly regularly. All four characters seemed like they were hard to kill, but went down at times. He was never a big fan of 4E, and loved the versatility of Mages/Wizards in 3E, but had grown tired of playing them. He LOVED playing this 5th edition Wizard.</p><p></p><p>After our first session, we thought "Wow, it seems really hard to kill characters," and enjoying the grit of AD&D and 2E games, this felt wrong to us - we blamed it on Second Wind, Hit Dice use at Short Rests, and Full HP healing, and were honestly talking about how we hoped "Lingering Wounds" or Slow Healing options in the DMG would fix this at our table. After the second session with the Total Party Kill, our eyes were opened, and we thought "This is pretty well designed." After the third session, where the Cleric went down to zero HP with a blow that took him to -17 without killing him (he was 2nd Level with 19HP), we kind of reevaluated again thinking it would be too hard to kill a character with a death blow (negative max HP) - especially as they leveled and had lots of original max HP. Then, after tonight's session where the Fighter died, we realized that if the characters are pressed, and the situation is tense, its not that much of a stretch for characters to die by failing Death Saves.</p><p></p><p>Firing into melee wasn't covered in the Basic Rules other than mention of a Cover Bonus to AC. This came up a lot in our games. We hope it is detailed in the PHB. We didn't use minis for positioning, but found that it really was great to have a printed copy of the maps on the table to still kind of guesstimate positioning. The only time our DM gave the Cover bonus to AC was if a creature was in the line of fire from the firer, not simply next to the target in combat.</p><p></p><p>All in all, we loved that we were able to DO SO MUCH in a single session. With our decade of 3E games, we would try and play every other week, but by the time we had all showed up after work, chit chatted, ate some food, etc., we would be lucky to get to play two-and-a-half to three hours. Most of the time, in 3E, that would be dominated by one of two combats (at most) and some roleplaying. With 14 days between sessions, this pace was just difficult for us to maintain interest. When we tried 4E, we usually could only get in a single combat, or a single large combat and a really minor one (granted, we only played 4E >10 sessions). That said, 5th felt like a pacing similar to our AD&D2E sessions. We were able to get through three or four combats and plenty of roleplaying each session. It was refreshing.</p></blockquote><p></p>
[QUOTE="Melkor, post: 6328884, member: 10786"] Some additional thoughts (apologies in advance for run on sentences): The Halfling Rogue in the Starter spent a lot of time using his bow with success. The "Lucky" reroll a 1 ability was a godsend no less than six times over the course of several days. When he went to use his Shortsword, the DM asked why he wouldn't simply pick up a light weapon in his off-hand and use it all of the time...I didn't do that, but had to agree. The Sneak Attack with the bow when an enemy of the target is within 5' was used over and over in the game. It was a big boon for the Rogue. The other character I played was the Human Defense Fighter. I consistently rolled badly with him, but he seemed a little underwhelming. He was able to block a corridor during an epic battle that played out and soak up some damage with Second Wind, his Hit Points, and his decent AC - but fell and failed three Death Saves after a single success. Second Wind and Action Surge felt 'necessary' against some of the bigger foes we encountered and kept the battles exciting. My friend played the Elven Mage and the Dwarf Cleric. He seemed to own the day when he was fully rested with spells, but if we were pressed into multiple encounters without a Short Rest, he quickly was relegated to Cantrips with these two characters, and both went down fairly regularly. All four characters seemed like they were hard to kill, but went down at times. He was never a big fan of 4E, and loved the versatility of Mages/Wizards in 3E, but had grown tired of playing them. He LOVED playing this 5th edition Wizard. After our first session, we thought "Wow, it seems really hard to kill characters," and enjoying the grit of AD&D and 2E games, this felt wrong to us - we blamed it on Second Wind, Hit Dice use at Short Rests, and Full HP healing, and were honestly talking about how we hoped "Lingering Wounds" or Slow Healing options in the DMG would fix this at our table. After the second session with the Total Party Kill, our eyes were opened, and we thought "This is pretty well designed." After the third session, where the Cleric went down to zero HP with a blow that took him to -17 without killing him (he was 2nd Level with 19HP), we kind of reevaluated again thinking it would be too hard to kill a character with a death blow (negative max HP) - especially as they leveled and had lots of original max HP. Then, after tonight's session where the Fighter died, we realized that if the characters are pressed, and the situation is tense, its not that much of a stretch for characters to die by failing Death Saves. Firing into melee wasn't covered in the Basic Rules other than mention of a Cover Bonus to AC. This came up a lot in our games. We hope it is detailed in the PHB. We didn't use minis for positioning, but found that it really was great to have a printed copy of the maps on the table to still kind of guesstimate positioning. The only time our DM gave the Cover bonus to AC was if a creature was in the line of fire from the firer, not simply next to the target in combat. All in all, we loved that we were able to DO SO MUCH in a single session. With our decade of 3E games, we would try and play every other week, but by the time we had all showed up after work, chit chatted, ate some food, etc., we would be lucky to get to play two-and-a-half to three hours. Most of the time, in 3E, that would be dominated by one of two combats (at most) and some roleplaying. With 14 days between sessions, this pace was just difficult for us to maintain interest. When we tried 4E, we usually could only get in a single combat, or a single large combat and a really minor one (granted, we only played 4E >10 sessions). That said, 5th felt like a pacing similar to our AD&D2E sessions. We were able to get through three or four combats and plenty of roleplaying each session. It was refreshing. [/QUOTE]
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