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D&D 5E Things that make you want to buy 5E

Lokiare

Banned
Banned
I often get accused of 'hate' and not using constructive criticism because I don't mention any positive feedback.

Well here I plan on detailing what I like about 5E:


  • The quickness of combat
  • The simplicity of the design (less moving parts than 4E and 3E)
  • The use of conditions (which add tactical depth when you can apply them)
  • The use of keywords (though rare so far, they make the game much easier and provide emergent properties that add to tactical depth).
  • (dis)advantage. Yes I've said its unbalanced and has anomalies, but if it were restricted to when you had a very clear undeniable advantage or disadvantage in combat then I could see it working. For instance if you were fighting fire weak creatures and had a flame tongue, I could see you having advantage to your attacks, or if you were using a flame tongue to cut through ice I could see getting advantage on the skill roll. I don't thing it works as a replacement for all the little +'s and -'s of other editions.
  • The different sub-classes. I like that everyone has the potential to choose a sub-class that will make them happy, from a simple Fighter to an expertise throwing maneuver Fighter. (now lets see if they can come up with a simple Wizard and a few sub-classes, that have interesting choices on level up and in play)

I'll add more later.

What are the things that make you want to buy 5E?
 

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  • Curiosity

I don't see me running a 5e campaign in the (near) future. Curiosity will cause me to buy and read the first item(s) of the product line. Will it bring something new to the game which isn't offered with any of the older versions?
 

My list looks like yours - with quick combats being the key - they manage to be fast without being simple. Hopefully the tactical module will not slow them down too much.
I would add the Social interaction rules to my list: adding Ideals, Faults, and Bonds is a quick way to add depth to social mechanics without the clunky-ness of 4e skill challenges, while still rewarding players who ask the right questions and put some thought into their out-of-combat play. Or you can just move on to the die roll if that's more to your taste :)
 

as a group that was VERY sick of 3.5 at the end and only able to play it with house rules glore, and got board with 4e by the end. It seems like a good mix of what worked in both. (although still not perfect)

I believe it will let us play for months maybe even a year or so out of the box with little house rule and not be feed up with long combats or over powered options.

It has the potential to be the best D&D ever.
 

1 - Backgrounds

2 - Legendary Monster/Lair Mechanics

If the rest of the game conceptually cohered with these system components, I would have more overall buy-in.
 

For me the major benefits are:
  • Less complicated character design - feats are optional and mid-level characters fit on one page
  • Faster combat - no minor/move actions and many fewer modifiers to track
  • Less tactical combat - we spend more time describing and imagining the combat, and less time thinking about which square is best tactically

I also really like flat math (compared to 3.x and 4e), but wonder if the math has gotten too flat. I like that large numbers of low level creatures can threaten high level creatures, but -- right now -- high level creatures look a little too vulnerable. Big dragons should have an easier time dealing with untrained archers.

-KS
 

It runs like a charm and its fun to DM due to the ability score mechanic reliance, streamline rules and light weight components. Its a simpler game that produce fast combats. A modular approach means i will be able to add the level of complexity that i want into the game. I also like Bounded Accuary. Its take on magic items. How races and classes have shaped up i where i like them. How feats and skills are delivered. The return of the 9 alignment and the great wheel cosmology. A turn-based Initiative and condition system. It has so many components that i likem that i cant wait to buy 5E!
 

1 - Backgrounds

2 - Legendary Monster/Lair Mechanics

If the rest of the game conceptually cohered with these system components, I would have more overall buy-in.

Agreed. I'm skeptical of Next, but getting a little less so, and I'm willing to give it a look. At its worst, I expect it to be on par with 2E or 3.0--a few rough patches, but a solid game. Unfortunately, what let a game dominate the market in 1989 or 2000 may not fly in 2014, when we have so many polished, focused and well-support alternatives.

It's really going to be the modularity and support that makes or breaks it for me. I think that may be the way WotC is planning to sell it to all us old fogeys. :)

However, if the final product differs radically from the playtest--for good or for ill--then regardless of the game's merits, I expect the Public Playtest to go down as one of the worst PR moves in this industry since Inphobia.
 

A new monster manual!

I'll probably buy the PH, MM, and DMG or whatever form the initial rules come in and take a look at the finished package but at the moment very doubtful of buying additional rules modules. I would however buy adventures if they're good as can be used with any edition/game.
 

A new monster manual!

I often lean towards AD&D rules; it reflects our gamestyle the best. I am well aware this is mainly due to nostalgia. But as I look back over 1e materials, I realize that so many things have improved over the years. Specifically, production quality, writing, consistency, depth and artwork. This is because the game has matured and learned from earlier editions.

That being said, the most important thing my group is looking forward to is an active edition that allows our AD&D group to be 'current'. A new 5e monster manual is just one of those examples.


Feel a bit intimidated writing on the site when most users have over 1000+ posts!
 

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