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

In addition to some of the things that have been mentioned:

* While the latest test pack is not the strongest on this front, there have been some exceptional ideas in the presentation of clerics and rogues, which have made them much richer (IMO) than build choices i previous editions. Synergies between class and background here are very exciting for creative character design.

* Live sessions I've run with young teens and pre-teens (age 11-14) have been hugely enthusiastic -- they get their character, and though they have little background in RPGs or D&D, and they want to play again -- so we do! Character sheets lead to intuitive play while still rewarding creativity and imagination.
 

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Bolded parts are opinion or pure speculation not backed up by documentation beyond vague references in articles that can be misinterpreted. Personally from what I've seen it doesn't run like a charm and its not fun to DM (easier maybe, but not any more fun than 4E DMing). The vaunted modularity so far in practice boils down to a few optional rules that don't really alter the game very much.

The rest are things that could make it a success.

I think you're in the wrong thread - which is weird because you started the thread and detailed the criteria ("What are the things that make you want to buy 5E?"). This is the thread, which you started, is where you said you wanted people to talk about things that make them want to buy 5e. There are plenty of threads to talk about things that make you not want to buy 5e. I thought that was one reason why you started this thread?
 

Another thing that help makes me want to buy 5E is what makes moving so fluid i find, mainly Breaking Up A Move, allowing you to break your movement before and after action, as well as the ability to do so even in between multiple attacks such as when using extra attack or two-weapon fighting. So full of win!
 

Bolded parts are opinion or pure speculation not backed up by documentation beyond vague references in articles that can be misinterpreted. Personally from what I've seen it doesn't run like a charm and its not fun to DM (easier maybe, but not any more fun than 4E DMing). The vaunted modularity so far in practice boils down to a few optional rules that don't really alter the game very much.

The rest are things that could make it a success.

As we discovered, you were playing a rather out of date ruleset of the game, even on a public playtest document level. :-p I wouldn't be so quick to jump to say certain parts of those statements are "opinion", seeing as I'm reasonably sure you haven't gotten to consistently DM the latest public ruleset. Grab Sword Coast and try it would be my suggestion.

Having DM'd multiple 5E games at a time for the last six months, both Encounters, other modules, and a home game, and having spent 4 years running at least two weekly 4E games (home brew + Encounters), and often times 3 games, I'd say 5E DMs pretty damn smoothly.

Modularity in Encounters is pretty meh, but I think that might have to do with the multi-edition nature of Encounters. Other non Encounters playing has had some pretty significant modularity, but I'm still hoping for even more (I'm greedy on it, what can I say).
 

I think you're in the wrong thread - which is weird because you started the thread and detailed the criteria ("What are the things that make you want to buy 5E?"). This is the thread, which you started, is where you said you wanted people to talk about things that make them want to buy 5e. There are plenty of threads to talk about things that make you not want to buy 5e. I thought that was one reason why you started this thread?

I was looking for mechanics and quantifiable things, not stuff like "because its fun". Its fine if you want to buy it because its fun and easy to DM, but what makes it fun and easy to DM?
 

Another thing that help makes me want to buy 5E is what makes moving so fluid i find, mainly Breaking Up A Move, allowing you to break your movement before and after action, as well as the ability to do so even in between multiple attacks such as when using extra attack or two-weapon fighting. So full of win!

I agree with this one too. Its nice to be able to move around a corner cast a spell and then move back without ever being in danger.
 

Another thing that help makes me want to buy 5E is what makes moving so fluid i find, mainly Breaking Up A Move, allowing you to break your movement before and after action, as well as the ability to do so even in between multiple attacks such as when using extra attack or two-weapon fighting. So full of win!

I agree with this one too. Its nice to be able to move around a corner cast a spell and then move back without ever being in danger.

I see this as an example of getting rid of rules that don't matter. Conceptually, there is no reason that you need to take your action at the beginning or end of your movement. Why should the rule provide an arbitrary restriction that doesn't reflect the "reality" of the game world? It's yet one more thing that players need to remember that isn't imaging the game.

Don't get me wrong. D&DN is hardly free of rules abstractions, but there aren't as many as I've gotten used to playing 3.x and 4e for over a decade. I find it very freeing.

-KS
 

I could list a bunch of the specific reasons why I like 5e, but I'd just be repeating a lot of what other people have already said. In short, 5e has pretty much everything I liked about 3e, without most of the things I didn't like. Overall, the game is simpler, faster and more balanced.
 

I agree with this one too. Its nice to be able to move around a corner cast a spell and then move back without ever being in danger.

We have introduced a house rule where if a caster is within melee range and casts a spell (except in the case of magic touch attacks), the caster suffers Attacks of Opportunity against him/her unless the caster forfeits his/her move action. It seems to work well and brings back the danger of casting in melee but keeps it simple, without introducing Concentration checks and the like.
 
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I don't know. I've heard that industry leaders post here as well as legends from the RPG market. I'd be extremely intimidated if I valued emotional responses over logical ones as most people do.

While this might have been intended as humor, it comes over snarky. Please word your responses a bit differently. Thanks.
 

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