Okay, a few corrections. Skills are more specifically described than I thought. Under a section on Ability Scores, later in the book.
So that particular complaint about rulebook presentation was misdirected. It's not absent, it's just located in a place where it's hard to find.
Also, it's a partial list of examples, not what I would consider playable rules.
Perhaps someone can answer this for me: I have a character who wants to have some skill as a jeweler. How is that represented in the game? None of the skills seem to apply.
Alright so i grew up playing base 3.0 rules and thats whats I've grown up on and played for the most part of my life. I recently started a group with some friends of mine, most of which have not played D&D but have done other table top rpgs. This campagin is the first serious campagin I've run and being that I'm older I've started looking at new ways to improve the game as I've noticed later editions have. So the group agreed that if we were to switch editions it would either be to 3.5 or 5e and I've heard that 3.5 can be broken and less fun as the levels get higher and they are interested in the branching paths classes can take in 5e. So im basicly just asking for a general opinion as to whether or not to switch and if so what edition. We have alot of the 3.0 books such as all the expanded class books, Book of Vile darkness, etc. so id hate to leave all of that stuff off the table unless i were to buy the 5e versions of the books. Thanks for answering
5e was striving for a more 'natural language' feel after the jargon-dense 4e and RAW-litigation of 3.x/PF.Terms and concepts are introduced without explanation of what they are (Proficiency Bonus being an example). Their use gets explained a few hundred pages later, if at all.
Tables are pages away from the text that references them, and some things are left flatly undefined.
The target audience for 5e, as just came up in another thread, was 'everyone who ever loved D&D,' so, yeah, between that and having a free basic PDF for people to try first, it's not completely unreasonable to assume some familiarity. I'm not sure the PH really does that, but I've been playing D&D since 1980, so I've lost any ability to judge...the book itself seems to be written for someone who already knows the system or the concepts.
The assumption is that the DM would make a ruling. Like, if the 20 STR hero wants to hoist the yard-arm himself, he makes some difficult check, if the usual number of able seamen do it, there's no check.Odd observation: Some parts of common labor, such as sailors hoisting a yard arm aloft or weighing anchor can't possibly be done under the rules.
Not so much. Mathematically, Adv/Dis has the greatest impact on even-money checks. If you need to roll an 11 to succeed, advantage is like having a +5 bonus. But, if you need a 20 to succeed or a 1 to fail, advantage is mathematically equivalent to about a +1.I haven't tried the Advantage/Disadvantage system since play test, but functionally it skews the results severely in the case of any difficult task.
It is mostly up to the DM to rule on things like that. Players will get to know a given DM over time, though...The rules describe Advantage and Disadvantage situations generally, but give no specifics, which again makes it hard for a player, in both a strategic and tactical sense, to plan anything.
Another nifty 5e developer catch-phrase is 'rulings not rules,' 5e is meant to run on the DM's judgement more than adherence to the letter of the rules.Also, it's a partial list of examples, not what I would consider playable rules.
Probably in the character's background, like Guild Artisan or something, and proficiency in the tools of that trade.Perhaps someone can answer this for me: I have a character who wants to have some skill as a jeweler. How is that represented in the game? None of the skills seem to apply.
No & Yes. No, casters can be reasonably tough, not made of glass or glass-jawed. And, Yes, spells are powerful, but because they're a limited resource that must be managed over a 6-8 encounter day.While looking at a Cleric build, I began to wonder: Are all the spell casting PC classes glass cannon?
Yes, that was an unfortunate design choice, IMHO. One variant I like is to add a +1 to +4 bonus (ie Proficiency -2) over 20 levels to non-proficient saves.I did notice that Saves are very different. If it's one of your "Proficient" Saves, you get Ability modifier and Proficiency bonus, which means that it goes up in level over time. The other Saves (and there are six of them, one for each stat) never advance. So if you have a 10 Wis, for example, and your character class doesn't list that as one of your Proficient Saves, you're stuck at +0 on the roll forever. The DC for Saves, on the other hand, continue to advance, since the target number is 8 plus Ability mod plus proficiency modifier.
Advancement in terms of checks is intentionally limited in 5e, a design doctrine called 'Bounded Accuracy' that's gone over pretty well with the community (as has Adv/Dis, which you also seemed leery of), in general. The idea is that, regardless of level, PCs/NPCs/Monsters will always be able to interact on the same scale, thus you can run in a fairly stable world, rather than moving the PCs from low-level to high-level 'areas' or even to other planes to challenge them, and you can use the same stable of monsters & NPCs for a whole campaign.It goes on. We'll play a few more times, I'm sure, but I don't see a real future in characters that are half frozen in time, with no advancement for half of what they are.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.