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Why does 5E SUCK?
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<blockquote data-quote="MoonSong" data-source="post: 7588333" data-attributes="member: 6689464"><p>I honestly think you overinvested in the game.(And could have gotten the books for about $90 in amazon) If you come from BECMI the game is indeed going to feel like too much at once. Yeah I think that you would have been better off starting with the starter set, then going for the (free) <a href="http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules" target="_blank">basic rules</a> once you want to create new characters and then get the Monster Manual once you want to start making your own adventures. Then you can go to the SRD for more character classes beyond the 4, then once you exhaust these, you get the PHB. And once you start wanting to hack the system you get the DMG. (And only then, unless you can't wait to get your hands on artifacts, but any way I would get Xanathar's Guide to Everything before the DMG, the DMG is more of a hackers guide to the game, I mean the important parts needed to run the game are in the basic rules)</p><p></p><p>You know, what, I suggest you get and print the basic rules. These and the Monster Manual together are all you need to run the game with everything in one place. </p><p></p><p>Now, on the classes being less unique, they aren't different by their weapons or their spells anymore. (I would say that outside of the Basic line, classes haven't been that different in a long time. In Ad&d bards casted the same spells as druids, in 2e priests and bards shared spells with magic users, in 3e the sorcerer and wizard had virtually the same spell list. Cleric/priests have been able to use bladed weapons since 2e, everybody has been able to hide, climb and pickpockets since 3e -almost 20 years ago-) Instead they get unique playstyles (Paladins smite, barbarians rage, clerics call for miracles, druids turn into animals, sorcerers bend magic, bards make the party more competent, warlocks get a chance to recover magic and wizards still carry around ugly dusty tomes), but if it helps. I suggest you cut down to the basic rules, at least until you get a chance to really feel the system. </p><p></p><p>(And ok, utility spells do suck a bit)</p></blockquote><p></p>
[QUOTE="MoonSong, post: 7588333, member: 6689464"] I honestly think you overinvested in the game.(And could have gotten the books for about $90 in amazon) If you come from BECMI the game is indeed going to feel like too much at once. Yeah I think that you would have been better off starting with the starter set, then going for the (free) [URL="http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules"]basic rules[/URL] once you want to create new characters and then get the Monster Manual once you want to start making your own adventures. Then you can go to the SRD for more character classes beyond the 4, then once you exhaust these, you get the PHB. And once you start wanting to hack the system you get the DMG. (And only then, unless you can't wait to get your hands on artifacts, but any way I would get Xanathar's Guide to Everything before the DMG, the DMG is more of a hackers guide to the game, I mean the important parts needed to run the game are in the basic rules) You know, what, I suggest you get and print the basic rules. These and the Monster Manual together are all you need to run the game with everything in one place. Now, on the classes being less unique, they aren't different by their weapons or their spells anymore. (I would say that outside of the Basic line, classes haven't been that different in a long time. In Ad&d bards casted the same spells as druids, in 2e priests and bards shared spells with magic users, in 3e the sorcerer and wizard had virtually the same spell list. Cleric/priests have been able to use bladed weapons since 2e, everybody has been able to hide, climb and pickpockets since 3e -almost 20 years ago-) Instead they get unique playstyles (Paladins smite, barbarians rage, clerics call for miracles, druids turn into animals, sorcerers bend magic, bards make the party more competent, warlocks get a chance to recover magic and wizards still carry around ugly dusty tomes), but if it helps. I suggest you cut down to the basic rules, at least until you get a chance to really feel the system. (And ok, utility spells do suck a bit) [/QUOTE]
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