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The Official Poll! What THREE things do you like most about D&D 5th Edition?
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<blockquote data-quote="Headbomb" data-source="post: 6742056" data-attributes="member: 6797480"><p>So hard to pick only three...</p><p></p><p>I went with Advantage, Backgrounds, and Bounded accuracy, but really, I would rank those in 'tiers'</p><p></p><p>First tier</p><p></p><p>* Simplicity/light rules, which includes</p><p> ** Advantage/disadvantage</p><p> ** Bounded accuracy</p><p> ** Magic system (SANE MULTICLASS MAGIC FTW)</p><p> ** Proficiency system</p><p>The consequence is a greatly improved speed of play, and creates that "rulings over rules" effect in many situation, or makes it much easier to see what would be the appropriate check (stat or skill, proficiency or not, advantage or not) for a situation. This is only hampered by half my party not knowing their damned characters.</p><p></p><p>*Backgrounds</p><p>After the roleplay unfriendly 4e mess, the backgrounds were like being repeatedly punched in the face by awesome. A fighter than knows something about stealth? Barbarians with a knack for thievery? Intimidating wizards? Bring it on. But the best is the background features, that give you out-of-combat bonuses like contact networks, guild memberships, or just being better at a specific task like finding food in the wilderness that help you define your character. </p><p></p><p>*Old-school "feel"</p><p>This is intangible, but they nailed it. </p><p></p><p>*Magic items not required/no "Christmas tree"</p><p>A direct consequence of the bounded accuracy system. Not sure where I stand on attunement, but it forces you to make choices about your big items/special powers. Can no longer swap a +5 AC ring for a Fire Immunity ring in mid-combat.</p><p></p><p>Second tier</p><p>*Art direction/production values</p><p>It's really, really nice, but it's kind of the cherry on top, rather than the main course.</p><p></p><p>*Inspiration mechanic</p><p>It's fun, but not-critical. We do use the mechanic, but we'd have just as much fun without I think. It's a good optional rule that can be used or not used depending on the hardcoreness of the campaign.</p><p></p><p>* Rate of release/number of books</p><p>I like the slow releases. I feel this lets WotC polish things correctly, and make books worth have plenty of high quality content worth owning. Faster releases with the same quality would be fine, but I think the slowness is required for such quality.</p><p></p><p>Dislike</p><p></p><p>* Concentration</p><p>This is the only rule I really don't like. Bear's endurance as a concentration effect that lasts for 1 minute, with an early end if the caster takes damage? I get that 3.5 was a buff-fest, but it would have been much simpler IMO to just say you can only maintain 1 concentration spell at any given time. Making concentration rolls upon taking damage is just too often and really annoying to track. If I were to DM, I'd houserule that part.</p><p></p><p>* Economy</p><p>Way too much of it depends on DM rulings.</p><p></p><p>No opinion/never encountered</p><p>* Legendary creature mechanic</p><p>* Published adventures</p></blockquote><p></p>
[QUOTE="Headbomb, post: 6742056, member: 6797480"] So hard to pick only three... I went with Advantage, Backgrounds, and Bounded accuracy, but really, I would rank those in 'tiers' First tier * Simplicity/light rules, which includes ** Advantage/disadvantage ** Bounded accuracy ** Magic system (SANE MULTICLASS MAGIC FTW) ** Proficiency system The consequence is a greatly improved speed of play, and creates that "rulings over rules" effect in many situation, or makes it much easier to see what would be the appropriate check (stat or skill, proficiency or not, advantage or not) for a situation. This is only hampered by half my party not knowing their damned characters. *Backgrounds After the roleplay unfriendly 4e mess, the backgrounds were like being repeatedly punched in the face by awesome. A fighter than knows something about stealth? Barbarians with a knack for thievery? Intimidating wizards? Bring it on. But the best is the background features, that give you out-of-combat bonuses like contact networks, guild memberships, or just being better at a specific task like finding food in the wilderness that help you define your character. *Old-school "feel" This is intangible, but they nailed it. *Magic items not required/no "Christmas tree" A direct consequence of the bounded accuracy system. Not sure where I stand on attunement, but it forces you to make choices about your big items/special powers. Can no longer swap a +5 AC ring for a Fire Immunity ring in mid-combat. Second tier *Art direction/production values It's really, really nice, but it's kind of the cherry on top, rather than the main course. *Inspiration mechanic It's fun, but not-critical. We do use the mechanic, but we'd have just as much fun without I think. It's a good optional rule that can be used or not used depending on the hardcoreness of the campaign. * Rate of release/number of books I like the slow releases. I feel this lets WotC polish things correctly, and make books worth have plenty of high quality content worth owning. Faster releases with the same quality would be fine, but I think the slowness is required for such quality. Dislike * Concentration This is the only rule I really don't like. Bear's endurance as a concentration effect that lasts for 1 minute, with an early end if the caster takes damage? I get that 3.5 was a buff-fest, but it would have been much simpler IMO to just say you can only maintain 1 concentration spell at any given time. Making concentration rolls upon taking damage is just too often and really annoying to track. If I were to DM, I'd houserule that part. * Economy Way too much of it depends on DM rulings. No opinion/never encountered * Legendary creature mechanic * Published adventures [/QUOTE]
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