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So who played 5E D&D recently?
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<blockquote data-quote="Grainger" data-source="post: 6430544" data-attributes="member: 6779234"><p>I'm running two campaigns (one has two third-levels PCs, the other has four 2nd-level PCs). In terms of play during the session, it doesn't feel any different from when I used to run BECMI, except for stylistic differences due to me trying to be more chilled-out and modern as a DM. Oh, and the fact that low-level PCs aren't about to die if they trip over a loose flagstone. </p><p></p><p>I haven't tried it as a player, so I can't comment what it's like from the other side of the table, but my players (all long absent from RPGs) have basically "got it". The system is pretty straightforward, what with everything being D20 checks. It only gets complicated when they level up, and have tons of choices, but that's a good thing. </p><p></p><p>No-one seems to use their Inspiration, in either game, which is interesting. I don't think they've twigged that they can't get more Inspiration unless they use it, so they may as well use it.</p><p></p><p>The bottom line? As with any decent RPG, it's less about the rules, and more about the DM and the combination of players. All I can say is that 5e lets the rules sit nicely in the background, and lets the players do what they want to do*. If you've got a good DM and a group that meshes well, then you'll get a good game. In addition, there's plenty of well-thought-out flavour to help the DM, such as the cost of living material, the largely great illustrations, and of course the rich monster line-up.</p><p></p><p>So, 5e gets full marks from me.</p><p></p><p></p><p></p><p></p><p>*I do wonder how the game would run if I had rules lawyers in my group, especially ones from recent editions. Or min-maxers. But for a group of relaxed gamers, 5e works really well, much in the same vein as BECMI or 2e.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6430544, member: 6779234"] I'm running two campaigns (one has two third-levels PCs, the other has four 2nd-level PCs). In terms of play during the session, it doesn't feel any different from when I used to run BECMI, except for stylistic differences due to me trying to be more chilled-out and modern as a DM. Oh, and the fact that low-level PCs aren't about to die if they trip over a loose flagstone. I haven't tried it as a player, so I can't comment what it's like from the other side of the table, but my players (all long absent from RPGs) have basically "got it". The system is pretty straightforward, what with everything being D20 checks. It only gets complicated when they level up, and have tons of choices, but that's a good thing. No-one seems to use their Inspiration, in either game, which is interesting. I don't think they've twigged that they can't get more Inspiration unless they use it, so they may as well use it. The bottom line? As with any decent RPG, it's less about the rules, and more about the DM and the combination of players. All I can say is that 5e lets the rules sit nicely in the background, and lets the players do what they want to do*. If you've got a good DM and a group that meshes well, then you'll get a good game. In addition, there's plenty of well-thought-out flavour to help the DM, such as the cost of living material, the largely great illustrations, and of course the rich monster line-up. So, 5e gets full marks from me. *I do wonder how the game would run if I had rules lawyers in my group, especially ones from recent editions. Or min-maxers. But for a group of relaxed gamers, 5e works really well, much in the same vein as BECMI or 2e. [/QUOTE]
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