D&D 5E [+] What are your favorite things about 5e?


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It does the following just as easy as my favorite edition (TSR era AD&D and B/X):

* creating NPCs
* fast combat
* using all those TSR adventures with super easy conversion


On top of that, I think it's the best edition for things like:

* backgrounds
* spell scaling
* bounded accuracy (I LOVE how lower level monsters are viable for longer)
* advantage/disadvatage
 

Full disclaimer: My play experience with 5e is somewhat limited-- about 3 levels as a variant human life cleric, 2 levels as a variant human fighter, 1 level as a stout halfling rogue.

Class Balance: I have heard that some classes and subclasses are clearly mechanically inferior to others; but I have really enjoyed all three that I have played, and no one of them has seemed markedly better or worse than any other.

Backgrounds: Backgrounds can lead to a pretty varied feel between different types of characters. My cleric, for example, had the soldier background; and she felt very different from my fighter who had the criminal background; who felt very different from my rogue who had the outlander background (representing the fact that she had been exiled from her village). It reminds me-- in a good way-- of Iron Kingdoms-- which has three very general classes, but lets youc ouple them with two backgrounds/careers. I think I actually prefer the IK way of doing things, but it would have represented too radical of a departure from what we all know and love as D&D.
 

Math? What math?

Ad/Disad and the removal tons of buff spells, modifiers, beginning of round stuff, end of round stuff, and so on that made each...and every...single...turn...take so blooming long.
 


What are 'Lair actions'?

Check out one of the heavy hitters in the MM. Their power is so great, it infuses into the environment.

Honestly, my favorite thing about 5e is that everyone in the group loves the game. We have someone that doesn't like 4e, someone that doesn't like 3e/PF, and someone that isn't a fan of B/X. But everyone is having a lot of fun with 5e.

I also agree with a lot of the other responses: adv/dis, quick combat, easy conversion, backgrounds, inspiration, the way spells work, lack of reliance on magic items. I could go on.
 

Hiya!

(1) Both Feats and Multiclassing are completely optional!

(2) Advantage/Disadvantage system (one I've actually used before for a different home-made RPG :) ).

(3) That Magic Items are placed back into "it's a bonus" in stead of the 3.x/4e "it's assumed".

(4) An obvious return to "It's a game where you use your imagination to play out adventures in a fantasy realm of your own making".

...and lastly...

(5) That is backs up, reinforces, reiterates and heavily acknowledges that the DM is required to adjudicate during a game session in order to run a smooth game. That right there is worth it's weight in platinum, IMHO. :) In short, it places the "power of game control" more firmly back into the hands of the individual DM, in stead of "reinforcement by omission" that the players choices override the DM's. (e.g., "all books are player books, therefor the players who buy them should have a greater say in if/how they are used"...which was my experience with 3.x/PF).

^_^

Paul L. Ming
 

Backgrounds
Advantage/Disadvantage
Spell slot system (I'd been doing it this way in home games since about 1990).
Lowered mid-level power
Bounded Accuracy
Support for playstyles that don't include clerics.
 

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