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Starting a 5E campaign - any tips from 5E "veterans?"
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<blockquote data-quote="Celtavian" data-source="post: 6519362" data-attributes="member: 5834"><p>Monsters can be tough. They have a lot of abilities that give them advantage to hit or extra damage in groups. Groups of creatures can be tough. Way more dangerous than any previous edition I can recall.</p><p></p><p>Healing is very light in this game. It's hard to get someone back up in hit points during combat. Be prepared to buy lots of heal potions to get people back into fighting condition.</p><p></p><p>Mobility is at a premium. Everyone can move and a make full attack at some point during the move. AoOs do not provoke a lot of fear from someone moving. You only get one per round.</p><p></p><p>Be prepared to deal with magic that doesn't work if it allows a save in big fights. Effect or save spells against creatures with Legendary Resistance and/or Magic Resistance (almost every end game creature) are basically immune to magic that allows a save. The concentration mechanic limits magic heavily. You can only have one concentration spell active at a time. Choose carefully or you'll waste spell slots or inadvertently end concentration on a spell you didn't mean to. Don't ever plan on taking <em>True Strike</em>. It's a concentration cantrip. You'll never use it at higher level because it risks breaking concentration on more important spells. </p><p></p><p>Paladins, barbarians, fighters, and rogues are super fun. Paladin is probably all around the best. Barbarians and fighters are about the same in fun. Rogues are extremely versatile. If you like options, the rogue is probably the most fun of the martials. It is the most mobile class.</p><p></p><p>Moon druid is very powerful. As is the bard.</p><p></p><p>The wizard has some power, but is pretty boring to play due to concentration limitations and Legendary Resistance. Wizard is the most versatile arcane caster. Choose your specialization wisely. Some are far more impactful than others at different levels. </p><p></p><p>It's a lot easier to run than older editions. Everything is simplified. It doesn't always make sense such as Rogues being able to evade acid and fire, yet being unable to avoid cold and poison gas. </p><p></p><p>Remember to look closely at spell saves. There are powerful spells that attack each statistic. For example, <em>banishment</em> is a charisma save. It is very powerful removing an opponent from combat. It's very good for taking out party members with weak charisma saves like fighters, barbs, and just about any class but the paladin, bard, warlock, and sorcerer.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6519362, member: 5834"] Monsters can be tough. They have a lot of abilities that give them advantage to hit or extra damage in groups. Groups of creatures can be tough. Way more dangerous than any previous edition I can recall. Healing is very light in this game. It's hard to get someone back up in hit points during combat. Be prepared to buy lots of heal potions to get people back into fighting condition. Mobility is at a premium. Everyone can move and a make full attack at some point during the move. AoOs do not provoke a lot of fear from someone moving. You only get one per round. Be prepared to deal with magic that doesn't work if it allows a save in big fights. Effect or save spells against creatures with Legendary Resistance and/or Magic Resistance (almost every end game creature) are basically immune to magic that allows a save. The concentration mechanic limits magic heavily. You can only have one concentration spell active at a time. Choose carefully or you'll waste spell slots or inadvertently end concentration on a spell you didn't mean to. Don't ever plan on taking [I]True Strike[/I]. It's a concentration cantrip. You'll never use it at higher level because it risks breaking concentration on more important spells. Paladins, barbarians, fighters, and rogues are super fun. Paladin is probably all around the best. Barbarians and fighters are about the same in fun. Rogues are extremely versatile. If you like options, the rogue is probably the most fun of the martials. It is the most mobile class. Moon druid is very powerful. As is the bard. The wizard has some power, but is pretty boring to play due to concentration limitations and Legendary Resistance. Wizard is the most versatile arcane caster. Choose your specialization wisely. Some are far more impactful than others at different levels. It's a lot easier to run than older editions. Everything is simplified. It doesn't always make sense such as Rogues being able to evade acid and fire, yet being unable to avoid cold and poison gas. Remember to look closely at spell saves. There are powerful spells that attack each statistic. For example, [I]banishment[/I] is a charisma save. It is very powerful removing an opponent from combat. It's very good for taking out party members with weak charisma saves like fighters, barbs, and just about any class but the paladin, bard, warlock, and sorcerer. [/QUOTE]
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Starting a 5E campaign - any tips from 5E "veterans?"
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