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What are the highlights of D&D 5th edition for you?
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<blockquote data-quote="Stormonu" data-source="post: 9277935" data-attributes="member: 52734"><p>I have fond memories of Phandelver because not only did my wife and sons to play it, but I got my mom & dad (who were in their 60's, and now passed away, and hadn't played since they bought me the Holmes set for Christmas in '79) to play as well - as well as my younger brother and his wife. Three generations, all in one game - and everyone enjoyed it greatly.</p><p></p><p>And there was the Castle Ravenloft one-shot I ran for my son and his friends (who he'd just introduced to D&D because of our Phandelver game) using Curse of Strahd (Start of game: "Ain't 'fraid of nothing, it's just a game.", about one hour later "I AM NOT LEAVING THIS ROOM UNTIL DAWN!!!!!").</p><p></p><p>Many other adventures over the years, including a very enjoyable one with Falkovian zombies using the much maligned Van Richten's book. I got to play with a multitude of people (many much younger than me) in these campaigns and it helped to keep me feel connected to world and not feeling quite so old and dinosaur-like.</p><p></p><p>Also, since the longest time, I've done a lot of gaming from the player side of the screen and got to play some really interesting characters, hoping that I encouraged others in delving into giving life to their own characters beyond the stats on the sheet. I think my favorite has been my boisterous centaur sage-priest (Enourmuus) in my co-worker's game of Theros. Seeing what players want out of the game has really relaxed my years of frustration as a DM to fret over keeping a game balanced (and challenging) and being more permissive about what they can accomplish.</p><p></p><p>So, beyond happy memories, what would I say are the standout products? Well, put me down for <em>Mines of Phandelver</em>, <em>Curse of Strahd </em>and <em> Ghosts of Saltmarsh </em>for adventures. <em>Xanathar's Guide to Everything</em> is, in my opinion, the best supplement and fills in a lot of needed gaps from the core rulebook. My all-time favorite monster book is <em>Monster Manual Expanded II, </em>though I like the entire Expanded series and <em>Mordenkainen's Monsters of the Universe. </em>As far as campaign settings go, put me down for <em>Planescape</em> and <em>Mythic Odysseys of Theros.</em></p><p></p><p>As far as innovations go, I really like the Class/Subclass structure - it comes in at just the right time in character advancement as a sort of promotion from the "beginner" levels. I also greatly enjoy Ideals/Bonds/Flaws and don't want them to go away - they're such wonderful roleplaying tools (since Alignment seems to be dying on the vine). I also greatly appreciate Bounded Accuracy as the constant chase for bigger/stronger numbers I've long tired of.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9277935, member: 52734"] I have fond memories of Phandelver because not only did my wife and sons to play it, but I got my mom & dad (who were in their 60's, and now passed away, and hadn't played since they bought me the Holmes set for Christmas in '79) to play as well - as well as my younger brother and his wife. Three generations, all in one game - and everyone enjoyed it greatly. And there was the Castle Ravenloft one-shot I ran for my son and his friends (who he'd just introduced to D&D because of our Phandelver game) using Curse of Strahd (Start of game: "Ain't 'fraid of nothing, it's just a game.", about one hour later "I AM NOT LEAVING THIS ROOM UNTIL DAWN!!!!!"). Many other adventures over the years, including a very enjoyable one with Falkovian zombies using the much maligned Van Richten's book. I got to play with a multitude of people (many much younger than me) in these campaigns and it helped to keep me feel connected to world and not feeling quite so old and dinosaur-like. Also, since the longest time, I've done a lot of gaming from the player side of the screen and got to play some really interesting characters, hoping that I encouraged others in delving into giving life to their own characters beyond the stats on the sheet. I think my favorite has been my boisterous centaur sage-priest (Enourmuus) in my co-worker's game of Theros. Seeing what players want out of the game has really relaxed my years of frustration as a DM to fret over keeping a game balanced (and challenging) and being more permissive about what they can accomplish. So, beyond happy memories, what would I say are the standout products? Well, put me down for [I]Mines of Phandelver[/I], [I]Curse of Strahd [/I]and [I] Ghosts of Saltmarsh [/I]for adventures. [I]Xanathar's Guide to Everything[/I] is, in my opinion, the best supplement and fills in a lot of needed gaps from the core rulebook. My all-time favorite monster book is [I]Monster Manual Expanded II, [/I]though I like the entire Expanded series and [I]Mordenkainen's Monsters of the Universe. [/I]As far as campaign settings go, put me down for [I]Planescape[/I] and [I]Mythic Odysseys of Theros.[/I] As far as innovations go, I really like the Class/Subclass structure - it comes in at just the right time in character advancement as a sort of promotion from the "beginner" levels. I also greatly enjoy Ideals/Bonds/Flaws and don't want them to go away - they're such wonderful roleplaying tools (since Alignment seems to be dying on the vine). I also greatly appreciate Bounded Accuracy as the constant chase for bigger/stronger numbers I've long tired of. [/QUOTE]
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