Post by ripx187 on May 4, 2020 18:21:13 GMT -5
I thought that I did this already, but I write a lot of stuff that I end up throwing away but later think that I have posted.
I was reluctant to try 5th Edition as I had negative experiences with 3rd. I saw it as just a way for them to make money. I played AD&D, mixing rules of 1e and 2e together, but that was just from the DMs perspective, the players always used 2e.
A bit more background on me. I had been playing for many years already before I found a copy of The Complete Fighter’s Handbook, but when I did; and once I actually read it, it blew my mind! It changed my game. Today folks flip through that book and laugh at its simplicity but at the time, this book was a game changer. It introduced me to Role-Playing. That sounds odd since D&D has always been sold as a role-playing game, but it is what it is. We as a club never really role-played during the game before, I mean other than arguing about alignments and meta-playing. It also introduced us to the idea that the rules themselves could be altered for the better.
Now, my favorite book was the 1e DMG by Gygax. That book is fun to read and inspiring! Inspiring. That to me is what a book should be, but that is rarely what you got. I got a lot of joy out of playing 2e AD&D! As soon as I read the 1e DMG I had to incorporate it into my game, which wasn’t a problem. Just pick and choose what you want as you go.
You play a system long enough you are going to find its warts and things that bug you. There are things that we can smooth over through subtle rule changes, or we things that we can cut out completely if we want to, but there are things that aren’t that simple.
So, 5e! I, like many folks got introduced to it from a loved one who bought me a starter set as a gift. They knew that I loved D&D, and this box is D&D so I’ll get it for him. That kind of thing. So I got a hair in my bum and we had been experimenting with playing different forms of early D&D, why not try out this new fangled system? The game itself was just a one-shot, we’ll see what happens. What happened was I loved it. The players were using pregens and they were into it and liked actually knowing how the game was played for once. Combat was a breeze, not a chore. From the DM side, I read the gamebook a couple of times before running it and it was a good mixture of facts with lots of improve on my part, so that was fun. We had a great game with very little prep. We did have to refer to the rulebook some, and figure out how new machanics work, but after playing with the system and knowing that I no longer had the time to administer games as I used to, this was a very impressive system. I decided to buy in.
I think that that is a good marketing plan. The basic rules are available online, and you can run games with them! But, is actually buying the Player’s Handbook a value? YES! Remember what I said about the original DMG? Well, this book is actually better. As a book it is fun to read, it is chock full of inspirational ideas, and presents character classes that you really want to play.
It isn’t just rules, it is a philosophy in regards to how we use them and how to design games which maximizes the value of the limited time that we have gaming. AD&D never really told you how to play the game, it never even gave you suggestions! This book quickly goes through specific beats, common patterns of play, and a huge collection of ideas that are fun for the game. Even as an intermediate-expert DM I see the value of having this clearly presented. This stuff has been gleamed from decades of failure, billions of articles, and lifetimes of experience, but here it is presented in an entertaining and amazing way, and it doesn’t really take away from the limited page count either.
When I first played through the starter set, I told my players that I’ll probably need to get a module because I just didn’t understand the logic behind the changes. Monster XP is different, how difficult tasks are decided is different, the lack of Non-Weapon proficiency is different. I didn’t believe that I could take this new system and create right out of the box, but with this book you can.
One of my biggest beefs with AD&D was it’s dependency on modules; most of them terrible. It never made you feel that you could write your own content and make your own fun, instead you should pay the good people at TSR so they can do it for you. This book has the opposite approach, it tells you that you CAN. It gives you tools which empower the DM to take the information presented in the book and make incredible games. Notice that I said DM? That isn’t a typo. The only book that you need to run a 5e game is the PHB, it covers everything and even has some monster stats at the back of the book.
The layout is clear. As a stubborn old oooo who knows his way around the 2e books without effort, this is a bit of a struggle, but the layout still makes sense. I just have to remap it in my head. The system itself is familiar but new, I am struggling with that a bit, but I still feel that it is worth the struggle. A lot of the algorithms that I have in my head are now backwards, but at least the system has me running hits and misses correctly, which 3e didn’t do. It is just simple stuff, like last game I messed up the initiative order because I reversed it. I am used to 1 going before 10. The same goes for ability checks, we always modified the number and you had to roll below your ability score to succeed, and this system is totally different. It is faster! Once we get it out of our heads it will be. Most of my players can’t figure it out because that old machanic is just so ingrained into our minds.
So why do it? Why change how a mechanic that I’ve used for 20+ years works? Because I think that this new one is better. I do miss rolling below a number, but even after all that time playing AD&D, figuring out how saving throws work still took a bit of thinking.
It is fun to roll dice, we want to keep that. But I want the emphasis to be on immersion, and figuring out simple math problems takes the players out of that. As DM I can quickly just throw a number out there and the player just has to roll above it. It doesn’t matter what that number is for or why it is there, you just have to roll above it.
Lets talk about the character options.
Races: I never was a fan of the one and done approach to races. It gave bonuses at early levels of play and supposedly you had to pay for those bonuses by being limited in levels. This system gives everyone their bonuses, and it modifies the class that you choose as you gain levels. It isn’t just free bonuses at first level, but something that works with the class and I really like that. It is also more fair, 1st level elves aren’t better than 1st level humans. All of the decisions which you make during creation modify the class in some way, from race to the background which you choose to help you play the character, it all creates a unique experience. Even choosing a class to play gives you options for progression, it starts you out with two or three options but this can be expanded as you play the game.
A cool feature about class is the saving throw system, everybody is better at some saving throws than they are at others, and different spell casters use different saving throws. A basic hedge wizard enemy causes the player to make all saving throws resisting his spells to be rolled against their INT, while resisting a different spellcasters charm would be against your CHA.
I like the fact that different spellcasting classes have different spell lists to chose from. The magic system is more advanced than 0D&D, but without the bloat of AD&D. I don’t think that many of the spells are as powerful as they once were, but even the low level spells can be beefed up by casting them with a higher slot. A big part of my beef with AD&D was the magic system and how it worked; I like this one. It is different and has new warts that don’t bother me as much as the last ones have. I also like that half of the book isn’t taken up by spell descriptions. I know that a lot of players of the game love spell descriptions but I’m not one of those guys.
The actual rules of the game take up very little of the book, and I think that these, because AD&D is so firmly wired into my head, are the most challenging to master. They are the same as the free rules. Once we get over this hump, the game will chug right alone at a fast pace. As written, the combat rounds are way more structured than we are used to playing, but so was BTB AD&D which we really didn’t use either. I may go back to my old system of disorganized combat, that is always an option which is another bonus to 5th Edition, you can modify core mechanics without harming anything. I am hesitant to do this though because I do have some quiet players who get more out of everybody taking turns over everyone freaking out and giving me numbers at the same time while I try to unravel what the hell is going on.
How the game plays is nice. How the game evolves as the players gain levels is nice too. As a DM and looking over abilities and improvements, I don’t get this feeling of terror as I try to come up with designs for that much power. This is do-able. I don’t think that the monsters in previous editions were all that well designed for high level play, and it definitely didn’t give the DM any direction on how to go there, which is a problem for me. As a player, you want to see your character improve. You look at all of the cool things that you’ll be able to do when you get there, but you never do. Classes become powerful without becoming Demigods, or the game just devolving into players gleefully trashing the DMs game world because it never gets old.
AD&D and 0D&D both threw the DM right into the deepend of the pool without much of any help at all. You learned your craft through drowning and having a psychotic need to constantly go back for more. It was a slow process of fixing things one problem at a time. I have faith in this system, the writing and the ideas presented gives you the sense that everything is okay. As a basic tool kit, we are going to be able to have fun with this new system for a very very long time, and I think that it is scaled more fairly. I mean, just look at the monk class as it evolved over time. It was literally just one guys idea of having a Kungfu fighter in the game with no concern as to how it will affect the game at all. It wasn’t scaled in, it was crazy, it broke the game, and players loved it! 5e includes it, but does scale it in. It gives it teeth but it also makes sure that the DM can keep providing goals and challenges for that character. Do I believe that we can still have amazing games at level 20? No, not really. But this game is shorter than AD&D and I think that we can get up to at least 15th level and still have fun and be afraid for our characters. That shortened game is a big selling point to me, btw. I do like the long game, but AD&D was designed with more playtime involved than we can give it.
As a product, this book is what I would call expensive, but for all it gives you I think that the price is worth it. There is a ton of content here! The format of the book is beautiful, the artwork amazing, the binding tough. You can find the page that you want to reference, set the book to the side and it won’t turn pages on you. That is impressive on its own.
Unlike AD&D where the most important book was the DMG, this is the most important book. This is the book that you’ll spend most of your time with. The free to download rules are amazing all by themselves, but this book is much much better. It allows you to create characters that you want to play on every level, provides experienced insight into how the game should run, the process of campaign design has returned to 0D&D style; there is still lots of improv needed, rules to be interpreted, large gaps that can easily be fleshed out. My biggest beef with ‘modern’ D&D was its dependency on the rules themselves, and this system has gone back to that loosie-goosey style of play with less emphasis on published materials and more on creating within a sound structure.
I recommend buying a copy, but I am warning you, once you do this thing just screams to be played.
I was reluctant to try 5th Edition as I had negative experiences with 3rd. I saw it as just a way for them to make money. I played AD&D, mixing rules of 1e and 2e together, but that was just from the DMs perspective, the players always used 2e.
A bit more background on me. I had been playing for many years already before I found a copy of The Complete Fighter’s Handbook, but when I did; and once I actually read it, it blew my mind! It changed my game. Today folks flip through that book and laugh at its simplicity but at the time, this book was a game changer. It introduced me to Role-Playing. That sounds odd since D&D has always been sold as a role-playing game, but it is what it is. We as a club never really role-played during the game before, I mean other than arguing about alignments and meta-playing. It also introduced us to the idea that the rules themselves could be altered for the better.
Now, my favorite book was the 1e DMG by Gygax. That book is fun to read and inspiring! Inspiring. That to me is what a book should be, but that is rarely what you got. I got a lot of joy out of playing 2e AD&D! As soon as I read the 1e DMG I had to incorporate it into my game, which wasn’t a problem. Just pick and choose what you want as you go.
You play a system long enough you are going to find its warts and things that bug you. There are things that we can smooth over through subtle rule changes, or we things that we can cut out completely if we want to, but there are things that aren’t that simple.
So, 5e! I, like many folks got introduced to it from a loved one who bought me a starter set as a gift. They knew that I loved D&D, and this box is D&D so I’ll get it for him. That kind of thing. So I got a hair in my bum and we had been experimenting with playing different forms of early D&D, why not try out this new fangled system? The game itself was just a one-shot, we’ll see what happens. What happened was I loved it. The players were using pregens and they were into it and liked actually knowing how the game was played for once. Combat was a breeze, not a chore. From the DM side, I read the gamebook a couple of times before running it and it was a good mixture of facts with lots of improve on my part, so that was fun. We had a great game with very little prep. We did have to refer to the rulebook some, and figure out how new machanics work, but after playing with the system and knowing that I no longer had the time to administer games as I used to, this was a very impressive system. I decided to buy in.
I think that that is a good marketing plan. The basic rules are available online, and you can run games with them! But, is actually buying the Player’s Handbook a value? YES! Remember what I said about the original DMG? Well, this book is actually better. As a book it is fun to read, it is chock full of inspirational ideas, and presents character classes that you really want to play.
It isn’t just rules, it is a philosophy in regards to how we use them and how to design games which maximizes the value of the limited time that we have gaming. AD&D never really told you how to play the game, it never even gave you suggestions! This book quickly goes through specific beats, common patterns of play, and a huge collection of ideas that are fun for the game. Even as an intermediate-expert DM I see the value of having this clearly presented. This stuff has been gleamed from decades of failure, billions of articles, and lifetimes of experience, but here it is presented in an entertaining and amazing way, and it doesn’t really take away from the limited page count either.
When I first played through the starter set, I told my players that I’ll probably need to get a module because I just didn’t understand the logic behind the changes. Monster XP is different, how difficult tasks are decided is different, the lack of Non-Weapon proficiency is different. I didn’t believe that I could take this new system and create right out of the box, but with this book you can.
One of my biggest beefs with AD&D was it’s dependency on modules; most of them terrible. It never made you feel that you could write your own content and make your own fun, instead you should pay the good people at TSR so they can do it for you. This book has the opposite approach, it tells you that you CAN. It gives you tools which empower the DM to take the information presented in the book and make incredible games. Notice that I said DM? That isn’t a typo. The only book that you need to run a 5e game is the PHB, it covers everything and even has some monster stats at the back of the book.
The layout is clear. As a stubborn old oooo who knows his way around the 2e books without effort, this is a bit of a struggle, but the layout still makes sense. I just have to remap it in my head. The system itself is familiar but new, I am struggling with that a bit, but I still feel that it is worth the struggle. A lot of the algorithms that I have in my head are now backwards, but at least the system has me running hits and misses correctly, which 3e didn’t do. It is just simple stuff, like last game I messed up the initiative order because I reversed it. I am used to 1 going before 10. The same goes for ability checks, we always modified the number and you had to roll below your ability score to succeed, and this system is totally different. It is faster! Once we get it out of our heads it will be. Most of my players can’t figure it out because that old machanic is just so ingrained into our minds.
So why do it? Why change how a mechanic that I’ve used for 20+ years works? Because I think that this new one is better. I do miss rolling below a number, but even after all that time playing AD&D, figuring out how saving throws work still took a bit of thinking.
It is fun to roll dice, we want to keep that. But I want the emphasis to be on immersion, and figuring out simple math problems takes the players out of that. As DM I can quickly just throw a number out there and the player just has to roll above it. It doesn’t matter what that number is for or why it is there, you just have to roll above it.
Lets talk about the character options.
Races: I never was a fan of the one and done approach to races. It gave bonuses at early levels of play and supposedly you had to pay for those bonuses by being limited in levels. This system gives everyone their bonuses, and it modifies the class that you choose as you gain levels. It isn’t just free bonuses at first level, but something that works with the class and I really like that. It is also more fair, 1st level elves aren’t better than 1st level humans. All of the decisions which you make during creation modify the class in some way, from race to the background which you choose to help you play the character, it all creates a unique experience. Even choosing a class to play gives you options for progression, it starts you out with two or three options but this can be expanded as you play the game.
A cool feature about class is the saving throw system, everybody is better at some saving throws than they are at others, and different spell casters use different saving throws. A basic hedge wizard enemy causes the player to make all saving throws resisting his spells to be rolled against their INT, while resisting a different spellcasters charm would be against your CHA.
I like the fact that different spellcasting classes have different spell lists to chose from. The magic system is more advanced than 0D&D, but without the bloat of AD&D. I don’t think that many of the spells are as powerful as they once were, but even the low level spells can be beefed up by casting them with a higher slot. A big part of my beef with AD&D was the magic system and how it worked; I like this one. It is different and has new warts that don’t bother me as much as the last ones have. I also like that half of the book isn’t taken up by spell descriptions. I know that a lot of players of the game love spell descriptions but I’m not one of those guys.
The actual rules of the game take up very little of the book, and I think that these, because AD&D is so firmly wired into my head, are the most challenging to master. They are the same as the free rules. Once we get over this hump, the game will chug right alone at a fast pace. As written, the combat rounds are way more structured than we are used to playing, but so was BTB AD&D which we really didn’t use either. I may go back to my old system of disorganized combat, that is always an option which is another bonus to 5th Edition, you can modify core mechanics without harming anything. I am hesitant to do this though because I do have some quiet players who get more out of everybody taking turns over everyone freaking out and giving me numbers at the same time while I try to unravel what the hell is going on.
How the game plays is nice. How the game evolves as the players gain levels is nice too. As a DM and looking over abilities and improvements, I don’t get this feeling of terror as I try to come up with designs for that much power. This is do-able. I don’t think that the monsters in previous editions were all that well designed for high level play, and it definitely didn’t give the DM any direction on how to go there, which is a problem for me. As a player, you want to see your character improve. You look at all of the cool things that you’ll be able to do when you get there, but you never do. Classes become powerful without becoming Demigods, or the game just devolving into players gleefully trashing the DMs game world because it never gets old.
AD&D and 0D&D both threw the DM right into the deepend of the pool without much of any help at all. You learned your craft through drowning and having a psychotic need to constantly go back for more. It was a slow process of fixing things one problem at a time. I have faith in this system, the writing and the ideas presented gives you the sense that everything is okay. As a basic tool kit, we are going to be able to have fun with this new system for a very very long time, and I think that it is scaled more fairly. I mean, just look at the monk class as it evolved over time. It was literally just one guys idea of having a Kungfu fighter in the game with no concern as to how it will affect the game at all. It wasn’t scaled in, it was crazy, it broke the game, and players loved it! 5e includes it, but does scale it in. It gives it teeth but it also makes sure that the DM can keep providing goals and challenges for that character. Do I believe that we can still have amazing games at level 20? No, not really. But this game is shorter than AD&D and I think that we can get up to at least 15th level and still have fun and be afraid for our characters. That shortened game is a big selling point to me, btw. I do like the long game, but AD&D was designed with more playtime involved than we can give it.
As a product, this book is what I would call expensive, but for all it gives you I think that the price is worth it. There is a ton of content here! The format of the book is beautiful, the artwork amazing, the binding tough. You can find the page that you want to reference, set the book to the side and it won’t turn pages on you. That is impressive on its own.
Unlike AD&D where the most important book was the DMG, this is the most important book. This is the book that you’ll spend most of your time with. The free to download rules are amazing all by themselves, but this book is much much better. It allows you to create characters that you want to play on every level, provides experienced insight into how the game should run, the process of campaign design has returned to 0D&D style; there is still lots of improv needed, rules to be interpreted, large gaps that can easily be fleshed out. My biggest beef with ‘modern’ D&D was its dependency on the rules themselves, and this system has gone back to that loosie-goosey style of play with less emphasis on published materials and more on creating within a sound structure.
I recommend buying a copy, but I am warning you, once you do this thing just screams to be played.