D&D 5E Petty Reasons I Might Buy 5e

Hi ENWorld, it's been a while, hasn't it? ;)

Between real-life busyness and growing apathy, dissatisfaction and disassociation with the apparent direction of 5e and the related discussions, I haven't checked in for some time. (Whatever problems you might have with disassociated mechanics, I guarantee you that disassociated players are even worse.)

Real life is still busy, and I'm not entirely convinced that I want to make the transition to 5e, but I'm seeing glimmerings of hope in the previews, so I may be visiting less infrequently now.

Riffing off another thread, I decided to inject a bit of snarky positivity and list the petty reasons why I might buy 5e after all. No number given, as I might find more reasons in future previews. :]

1. 5e has encounter powers that are regained after a short rest. A short rest is apparently one hour long now, but whatever.

2. 5e has non-magical healing hit point recovery. There is an option for hit points to be not all meat, and for PCs to get back some of the non-meat portion without magic. Specifically in the case of the fighter, some of the non-meat portion comes back every short rest.

3. 5e has at-will spells, including at-will attack spells, if sacred flame is similar to the last version I saw in the playtest document.

I'm still reserving judgement on issues such as balance, but overall, it seems to be turning out better than it appeared initially. Mark me down as cautiously optimistic. :)

I recall you did an excellent adventure once for free here at EW which, if I recall correctly, was for a zero level solo paladin player? I loved it, and would love for you to do a new one for 5e.
 

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I like aspects of every edition I've played (AD&D->4e). What has me jazzed is the idea that I'm getting an edition that lets me decide what the best parts of the editions are and cobble them together into a somewhat cohesive whole.

Thaumaturge.

This. Definitely this.
 



1. Because all the other kids are doing it.
2. Because i like items that give you whole stats instead of bonuses.
3. The Frost Giant. The ----ing Frost Giant, man! :)
 



I have a few reasons.

1. The focus on design that works. Rather than lots of abilities that you need to synergize and optimize like 4e, or the really ridiculous number stacking game of 3.5, or the flat out "We designed this cool ability but it only works once a week and has an 80% failure rate" of 2e, 5e seems like they've finally decided to design abilities that do what you would think they do. Compare the pathfinder fighter's Bravery to the 5e fighter's Indomitable. Rolling twice on every single save ever is a whole lot more exciting and unique than a piddly +3 bonus against fear that still means your save is lower than the Bard's.

2. It's easy to take apart and screw around with. 4e is probably the best designed of the DnD games, maybe even a bit more than 5e. But it has so many moving parts, there really isn't a lot of room to tinker with it. Homebrew and third party content is a bare fraction of what it was with 3.5, because 3.5 went with a more basic class design. Admittidly, that design was "Let's just throw stuff at the wall and see what sticks", but come on. Half the people who loathe 3.5 can also tell you how its grappling rules work, and they've probably "fixed" the fighter, rogue, and monk in their own way many times. 5e has that flexibility on steroids, with its flat math, advantage/disadvantage system, subclasses, and the entire DMG being dedicated to hacking the game just the way you want it.

3. Simplicity. Basic dnd sounds really awesome to me. I love the idea of throwing something together really quick and then just having it work. I like that you can swap ability boosts for feats, and I'm hoping that feats don't disappoint. I like how in the latest mearl's interview he went out of his way to explain that they didn't want tokens or a grid in the starter set specifically because they were embracing theater of the mind and wanting to make sure that players knew that noncombat was a perfectly valid option. No matter what with 4e, all those moving parts and interacting powers made it feel too boardgame-y to me.

...these might not be petty enough.
 

Well, here are my 15 "petty" reasons I'll buy it.

1.) Classes aren't all built on the same powers-skeleton with only a handful of keywords topped with an italic flavor-typed bow to differentiate them. A warlock, a ranger, a fighter, a wizard, and a rogue all play mechanically different.

2.) Fighter's are potentially overpowered. In the HISTORY of D&D, has that sentence ever been uttered?

3.) No +X item treadmill; I can give out cool items without fear they will be cashed for the next biggest bump to saves, attacks, or AC.

4.) I get everything I need to play in three books. No waiting till next year to play a gnome, druid, or face a gold dragon.

5.) The base game de-emphasizes builds (at least for now) thanks to optional feats and multi-classing and no prestige classes. (Whether subraces/subclasses cheese out is yet to be determined).

6.) Flumphs! Modrons! In the Monster Manual!

7.) Creatures appear interesting but simple (so far).

8.) No urgroshs, double-bladed swords, spiked chains, fullblades, or other silly weapons (so far).

9.) No blink elves.

10.) A chance we'll be getting new Eberron, Planescape/Planar, Ravenloft, and Dragonlance stuff.

11.) Speaking of which, GREAT WHEEL IS BACK!

12.) Traits, Bonds, and Flaws look awesome. So do backgrounds.

13.) Spellcasting is a mix of flexible options and traditional vancian. Old favorites are there where they belong.

14.) Project Morningstar looks like we might get some decent electronic support.

15.) Its D&D. Like I wasn't going to buy it.
 

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