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<blockquote data-quote="ccooke" data-source="post: 6362971" data-attributes="member: 6695890"><p>So, there's a few things in this that I think need comment. Obviously your opinions and preferences are your own and I'm not trying to say you're wrong - just to say that there are valid reasons for a load of the things you dislike which explain them (well, they do to me, at least <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><ul> <li data-xf-list-type="ul"><br /> <br /> In 5e, classes allow you to pick from a restricted set of proficiencies while backgrounds allow you free pick (check the rules - backgrounds are all suggestions with the rules saying you should mix and match proficiencies and traits as you prefer). That means picking class first makes more sense. <br /> <br /> Also, because feats are optional now, keeping them out of the main chargen section is sensible.<br /> <br /> <br /> <br /> But quite reasonably, the Forgotten Realms are much better known outside people who already play D&D, and 5e is aiming to bring more people in.<br /> <br /> <br /> No argument there. The mechanics are fine for the 2e Tiefling, though - we just need an appearance chart to be ported... or am I missing something?<br /> <br /> <br /> <br /> It's a good point. The rules do say you can't keep it for very long, and the DM should be able to correct for people trying to game it ("Quick everyone, do some convincing roleplay before we open this door!), since it's not an automatic. Some guidance here would help; hopefully in Basic and the DMG.<br /> <br /> <br /> <br /> Swings and roundabouts, here - the 3e version suffers from having to specify what items work with what types of armour quite a bit. Items that can only be worn if you're <strong>not</strong> wearing armour are clumsy to word when there are lots of different effects that provide armour that need to be. 5e gets around this entirely - things that provide armour set your AC to a certain value, and thus don't stack with each other. Things that add to existing armour provide bonuses on top of that.<br /> Or to put it another way, it moves complexity around rather than adding or removing it. I'm sure I'd call it better, but (I think) it's not worse... and it's going to have fewer corner cases to abuse because some material somewhere adds a new type of armour-replacement that's not explicitly excluded from stacking with some other type of armour-replacement. Or, at least, such a mistake will be easily visible. If you see an item that purports to be a replacement for armour that doesn't set your AC to a value, it's broken. Just like anything that allows casters to get around the limitations of Concentration (by which I mean "Perform two actions requiring Concentration at once") is explicitly broken. <br /> <br /> <br /> <br /> They did. PHB Page 15, bottom right. <br /> The proficiency bonus is reproduced in the classes because most characters are expected to not multiclass, so it has all the information you need on one table. For multiclass characters, the rules explicitly refer you to the table on page 15.<br /> <br /> For me...<br /> <br /> Dislikes:<ul> <li data-xf-list-type="ul"> Not being sure who is right on all the contentious issues yet because I haven't had time to play it much</li> <li data-xf-list-type="ul"> Seriously, that one's irritating. I <strong>think</strong> 5e has LFQW pretty much sorted. I am pretty sure that 5e has a fighter that's balanced with Wizards. But there's no way I can actually be certain about it until we've played things out for a few months</li> </ul><br /> I'm not quite convinced by the Halfling art, but the "that's not right" reaction seems to be fading. <br /> <br /> I have far, far too many likes, but some of the points I really appreciate:<ul> <li data-xf-list-type="ul"> The inclusion of Thaumaturgy and Druidcraft</li> <li data-xf-list-type="ul"> The variants in backgrounds - Take a look at the variant entertainer (pg 131, mid-bottom left) if you haven't seen it</li> <li data-xf-list-type="ul"> The sheer flexibility of chargen. 5e is massively more flexible than any previous edition when you look at the amount of material present. I'm pretty sure I can create a workable version (not 1:1 mechanical recreation, but something that captures the complete feel) of about 95% of the classes and prestige classes in the entire set of 3.0 PHB, MM and DMG plus the basic splats (Masters of the Wilds, Tome and Blood, Sword and Fist, Defenders of the Faith, Song and Silence) using just the 5e PHB. That's an insane amount of flexibility. </li> <li data-xf-list-type="ul"> The way it makes me really want to <strong>play</strong> it, and the fact that I am pretty certain to be able to. None of my 3.0 group would ever DM 4e, even though they were happy to play it when I ran it. We've had serious discussions about moving every 3.0 campaign to 5th (although happily we decided not to, because variety is great). However, at least two of them are planning to run their next game using 5e.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="ccooke, post: 6362971, member: 6695890"] So, there's a few things in this that I think need comment. Obviously your opinions and preferences are your own and I'm not trying to say you're wrong - just to say that there are valid reasons for a load of the things you dislike which explain them (well, they do to me, at least :-) ) [LIST] In 5e, classes allow you to pick from a restricted set of proficiencies while backgrounds allow you free pick (check the rules - backgrounds are all suggestions with the rules saying you should mix and match proficiencies and traits as you prefer). That means picking class first makes more sense. Also, because feats are optional now, keeping them out of the main chargen section is sensible. But quite reasonably, the Forgotten Realms are much better known outside people who already play D&D, and 5e is aiming to bring more people in. No argument there. The mechanics are fine for the 2e Tiefling, though - we just need an appearance chart to be ported... or am I missing something? It's a good point. The rules do say you can't keep it for very long, and the DM should be able to correct for people trying to game it ("Quick everyone, do some convincing roleplay before we open this door!), since it's not an automatic. Some guidance here would help; hopefully in Basic and the DMG. Swings and roundabouts, here - the 3e version suffers from having to specify what items work with what types of armour quite a bit. Items that can only be worn if you're [B]not[/B] wearing armour are clumsy to word when there are lots of different effects that provide armour that need to be. 5e gets around this entirely - things that provide armour set your AC to a certain value, and thus don't stack with each other. Things that add to existing armour provide bonuses on top of that. Or to put it another way, it moves complexity around rather than adding or removing it. I'm sure I'd call it better, but (I think) it's not worse... and it's going to have fewer corner cases to abuse because some material somewhere adds a new type of armour-replacement that's not explicitly excluded from stacking with some other type of armour-replacement. Or, at least, such a mistake will be easily visible. If you see an item that purports to be a replacement for armour that doesn't set your AC to a value, it's broken. Just like anything that allows casters to get around the limitations of Concentration (by which I mean "Perform two actions requiring Concentration at once") is explicitly broken. They did. PHB Page 15, bottom right. The proficiency bonus is reproduced in the classes because most characters are expected to not multiclass, so it has all the information you need on one table. For multiclass characters, the rules explicitly refer you to the table on page 15. For me... Dislikes: [LIST] [*] Not being sure who is right on all the contentious issues yet because I haven't had time to play it much [*] Seriously, that one's irritating. I [B]think[/B] 5e has LFQW pretty much sorted. I am pretty sure that 5e has a fighter that's balanced with Wizards. But there's no way I can actually be certain about it until we've played things out for a few months [/LIST] I'm not quite convinced by the Halfling art, but the "that's not right" reaction seems to be fading. I have far, far too many likes, but some of the points I really appreciate: [LIST] [*] The inclusion of Thaumaturgy and Druidcraft [*] The variants in backgrounds - Take a look at the variant entertainer (pg 131, mid-bottom left) if you haven't seen it [*] The sheer flexibility of chargen. 5e is massively more flexible than any previous edition when you look at the amount of material present. I'm pretty sure I can create a workable version (not 1:1 mechanical recreation, but something that captures the complete feel) of about 95% of the classes and prestige classes in the entire set of 3.0 PHB, MM and DMG plus the basic splats (Masters of the Wilds, Tome and Blood, Sword and Fist, Defenders of the Faith, Song and Silence) using just the 5e PHB. That's an insane amount of flexibility. [*] The way it makes me really want to [B]play[/B] it, and the fact that I am pretty certain to be able to. None of my 3.0 group would ever DM 4e, even though they were happy to play it when I ran it. We've had serious discussions about moving every 3.0 campaign to 5th (although happily we decided not to, because variety is great). However, at least two of them are planning to run their next game using 5e. [/LIST][/list] [/QUOTE]
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