D&D 5E The Official Poll! What THREE things do you like most about D&D 5th Edition?

What do you like most about D&D 5th Edition? (Choose up to 3!)

  • Advantage/disadvantage

    Votes: 391 45.9%
  • Art direction/production values

    Votes: 68 8.0%
  • Backgrounds

    Votes: 145 17.0%
  • Bounded accuracy

    Votes: 307 36.0%
  • Concentration

    Votes: 58 6.8%
  • Inspiration mechanic

    Votes: 40 4.7%
  • Legendary creature mechanic

    Votes: 62 7.3%
  • Magic items not required/no "Christmas tree"

    Votes: 195 22.9%
  • Magic system

    Votes: 64 7.5%
  • Old-school "feel"

    Votes: 221 25.9%
  • Proficiency bonus

    Votes: 75 8.8%
  • Published adventures

    Votes: 12 1.4%
  • Rate of release/number of books

    Votes: 38 4.5%
  • Rulings not rules/DM empowerment

    Votes: 223 26.2%
  • Simplicity/light rules

    Votes: 309 36.3%
  • Speed of play

    Votes: 189 22.2%
  • I like nothing about D&D 5th Edition

    Votes: 17 2.0%


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I went with backgrounds, inspiration, and advantage disadvantage.

I didn't choose old school feel, because using DMG variants and Unearthed Arcana variants I recreated the feel of how friends and I played during 1e and 2e (including tailoring the barbarian to be much closer to the 1e version)

I didn't choose Rulings not rules/DM empowerment. With regards to rulings not rules, that is how I ran 3e. For instance, in one of the early 3e issues of Dragon, Tweet and Reynolds discussed the philosophy behind the 3e skill system including "the commoner standard", and what Easy, Difficult, etc. meant. I just used that article and the 3.0 DMG "DMs Best Friend" with modifiers ranging from 0 to 20 and ignored all of the sample skill DCs in the PHB. I also don't use many non-core combat feats that I felt anyone should be able to do (e.g., the one about throwing sand in the eyes). As for DM empowerment, anyone reading the 3.0 DMG knows it is stressed several times- many DMs did not read it or ignored it.
 

I'm not particularly emotionally attached to old school, new school, or schools of anchovies for that matter. Old school was enough fun to pull me in back in the Middle Pleistocene, but there are a lot of more recent trends that I enjoy too.
 

Really Like

Advantage/disadvantage
Art direction/production values
Speed of play

Like

Bounded accuracy
Magic items not required/no "Christmas tree"
Magic system
Old-school "feel"
Proficiency bonus
Rulings not rules/DM empowerment
Simplicity/light rules

OK with

Backgrounds
Concentration
Inspiration mechanic
Legendary creature mechanic
Rate of release/number of books

Hmm…

Published adventures

Honorable Mentions not Mentioned

Pretty balanced multi-classing
Tasty Flavor
Crouton Feats: Chunky and not needed
Play testing and that it continues
Basic Rules

And Maybe the Best of All

That So Many People are Playing it
 


I have to say I'm surprised that the Magic System hasn't garnered more love; in my estimation, the new magic system in conjunction with the bounded accuracy (which in my mind the proficiency bonus is a component of) are the two things most responsible for reigning in the power acceleration to levels we haven't seen since 1e days. I also didn't see the advantage system as being super important to 5e's awesomeness, but it has a lot of love here I can see - good deal.
 


I'm surprised that ADV/DISAD is so high in the poll. I personally think it is a VERY strong modifier, and am wary of it getting overused. For example, I haven't been using the inspiration rule because I don't want players using ADV unless they have a real tactical advantage.

I nearly voted for the magic system, but it was no. 4 on my list of things that give me real pleasure about the edition.

Ben
 

Including background information - traits, bonds etc... - in the PHB is my favourite part and something I have stolen for my 4E games. Felshing out the PCs from the very beginning just makes so much sense.
 


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