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*Dungeons & Dragons
Why such little content (books) for Dnd 5e?
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<blockquote data-quote="pming" data-source="post: 6612831" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> [MENTION=7500]Nostromo[/MENTION] I can see why you might feel the "need" for those things...being one of the old guarde and comming back to RPG's now probably has you feeling a bit "out of the water". I'm also one of those resident "curmudgeonly grognards", having started my RPG'ing career with B/X in '80. If I went straight from 1e to 5e, the lack of books would seem a bit of a shock.</p><p></p><p> That said... 5e is more akin to the B/X and 1e style of "make it yourself" attitude. The actual system reflects this quite obviously, IMHO. There are a LOT of vagaries used when describing how something works or doesn't in the game. Wherein with 3.5e, a spell would have three paragraphs with several mentions of <em>exactly</em> what will not work (like, <em>"...the spell can not be cast on ceilings or walls"</em>), with 5e it uses much more broad language (like <em>"...when cast on a surface, such as a floor"</em>). </p><p></p><p>All of that feeds into the baseline of 'how' the game is meant to be played: "Rulings, not Rules" is the mantra with 5e. Because of this, I find it refreshing and dirt-simple to just "wing it" and adapt things on-the-fly as they turn up. So far with 5e, I've run short campaigns in FR (the Starter Set), Paeleen (my homebrew...quite different in a lot of ways), Aereth (the DCC campaign setting from Goodman Games), and currently the World of Generika (exactly what it sounds like). For adventures, I used the ones from the Starter Set (Lost Mines of Phandelver; and not all of the content from that). I've also used a Labyrinth Lord adventure, a 1e AD&D adventure, a DCC 3e adventure, a Pathfinder adventure, and several others from all manner of "fantasy games". I have done almost ZERO pre-conversion on all of those. I was able to easily come up with suitable monsters, spells, items, rules, etc, all on-the-fly, simply <em>because</em> there aren't a half-dozen extra splat/campaign/whatever books out there that I would feel obligated to look through to find something that fits.</p><p></p><p>My suggestion is to keep playing 5e and use all the stuff that's already out there for (A)D&D. Or any other RPG for that matter. I'm sure you'll start to get your 5e-feet and pretty soon you'll be playing Keep on the Borderlands, set in the Wilderlands of High Fantasy with equipment from Talislanta and Jorune. And the cool thing is...it will all still feel like 5e D&D! Pretty amazing if you ask me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6612831, member: 45197"] Hiya. [MENTION=7500]Nostromo[/MENTION] I can see why you might feel the "need" for those things...being one of the old guarde and comming back to RPG's now probably has you feeling a bit "out of the water". I'm also one of those resident "curmudgeonly grognards", having started my RPG'ing career with B/X in '80. If I went straight from 1e to 5e, the lack of books would seem a bit of a shock. That said... 5e is more akin to the B/X and 1e style of "make it yourself" attitude. The actual system reflects this quite obviously, IMHO. There are a LOT of vagaries used when describing how something works or doesn't in the game. Wherein with 3.5e, a spell would have three paragraphs with several mentions of [I]exactly[/I] what will not work (like, [I]"...the spell can not be cast on ceilings or walls"[/I]), with 5e it uses much more broad language (like [I]"...when cast on a surface, such as a floor"[/I]). All of that feeds into the baseline of 'how' the game is meant to be played: "Rulings, not Rules" is the mantra with 5e. Because of this, I find it refreshing and dirt-simple to just "wing it" and adapt things on-the-fly as they turn up. So far with 5e, I've run short campaigns in FR (the Starter Set), Paeleen (my homebrew...quite different in a lot of ways), Aereth (the DCC campaign setting from Goodman Games), and currently the World of Generika (exactly what it sounds like). For adventures, I used the ones from the Starter Set (Lost Mines of Phandelver; and not all of the content from that). I've also used a Labyrinth Lord adventure, a 1e AD&D adventure, a DCC 3e adventure, a Pathfinder adventure, and several others from all manner of "fantasy games". I have done almost ZERO pre-conversion on all of those. I was able to easily come up with suitable monsters, spells, items, rules, etc, all on-the-fly, simply [I]because[/I] there aren't a half-dozen extra splat/campaign/whatever books out there that I would feel obligated to look through to find something that fits. My suggestion is to keep playing 5e and use all the stuff that's already out there for (A)D&D. Or any other RPG for that matter. I'm sure you'll start to get your 5e-feet and pretty soon you'll be playing Keep on the Borderlands, set in the Wilderlands of High Fantasy with equipment from Talislanta and Jorune. And the cool thing is...it will all still feel like 5e D&D! Pretty amazing if you ask me. :) ^_^ Paul L. Ming [/QUOTE]
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Why such little content (books) for Dnd 5e?
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