D&D 5th edition

Aug 31, 2014 10:44

In an attempt to spur some conversation in the community, what are people's thoughts on D&D 5th edition? Will it be enough of a game changer to dethrone the usurper regent Pathfinder? Will players from other games and editions flock to the new beacon? Am I making enough of tortured metaphors in these questions?

Leave a comment

kyn_elwynn September 1 2014, 17:17:36 UTC
The idea is to be streamlined and simplified. 1d20+Attribute modifier+being proficient vs. Difficulty. A difficulty of 15 is going to be hard for most player characters. The proficiency bonus scales with level (begins with +2 and caps at +6) No attribute may go over 20 from level adjustments (so a cap of +5 for the modifier) Your class determines which saves you're proficient in and gives a small group of skills to select which you are to be proficient in. No such thing as 'untrained checks' anyone can attempt any skill, you just don't get your level-determined proficiency bonus if it's not one you selected. Effectively now you make a check with base attribute modifier and if it's something you're proficient in, then can add that bonus.
Every 4 levels, you may gain a +2 to one attribute, two +1's to two separate attributes or a Feat. There are no longer Feat 'chains' like in 3.x, as a Feat encompasses a handful of things (Two-Weapon Fighting feat is basically the old Two-weapon feats all put together in a handy cluster) Sometimes a Feat will give you a + in an attribute. (compensation?)
The game now cares about something called 'having advantage' (or in negative cases, being disadvantaged). When you have advantage, you roll a second 1d20 and choose the better of the two dice rolled. Having disadvantage means you roll 2d20 and take the lower roll. Period. Ye olde 'flanking' and the subsequent 'conga line of death', is gone, just having a buddy nearby in melee with the same enemy grants advantage, no more, no less (The main way a rogue can use their sneak attack in combat). Advantages don't "stack", either you got it or you don't.
Every class has a few archetypes (Like in Pathfinder and 4E) that grant you class abilities as you level up. So a protection based fighter will come out differently than a military strategist fighter. Spells are more modular and some classes get 'cantrips' (4E at-wills) to always have a spell available for fights. Some spells scale up depending on your character level, others get better if you cast them with a higher-level "slot". Spells are either a ranged attack (using your classes relevant attribute modifier for the bonus to attack) or require a save (Make a Dexterity save, make a Wisdom save, etc.)
Hit points and AC are pretty much the same from 3.x, but now dying is harder. You get to make a Death saving throw each turn once your hp <= 0. Three successful saves and you stabilize, three failures and you're done for. Success and failure do not negate. Receive -any- amount of healing and you can pop right back up your next turn (Like 3.x). You can also die outright from having negative hit points in excess of your hit point maximum.

Reply

kyn_elwynn September 1 2014, 17:43:42 UTC
Oh and halflings have freaky huge heads and tiny feet now.

Reply

tcpip September 1 2014, 22:48:58 UTC
The game now cares about something called 'having advantage' (or in negative cases, being disadvantaged). When you have advantage, you roll a second 1d20 and choose the better of the two dice rolled. Having disadvantage means you roll 2d20 and take the lower roll. Period.

Given the random scale of the d20, having an advantage and avoiding disadvantages is something to be really sought after.

Reply


Leave a comment

Up