For those who have not heard, the Player’s Manual for the new edition of Dungeons & Dragons released yesterday. I don’t know what the official term for this edition is, but since they’re no longer calling it D&D Next I’m just going to call it 5e. I played a bit with the playtest packets that were out near the end of last year, but there were some balance issues there. I look forward to giving the full rule set a bit of a workout.
Something Old
5e is a return to the ways before 4e in most cases. There’s a mostly familiar set of classes (Warlock is the only class that wasn’t in the 3.5 Player’s Handbook), although there are some changes I’ll mention later. Gone are the encounter/daily/at-will powers from 4e, returned are the concepts of spell slots and spell levels (although these don’t work exactly like they used to either). Also gone are fort/ref/will defenses, but the saves that they were replacing are a bit different now. It’s a return of familiar things, without just being 3.5++, like Pathfinder.
Something New
A completely new concept (for D&D anyway) is the advantage/disadvantage system, where you can roll 2 d20s and take the higher or lower of the two depending on which one you have. Things like Sneak Attacks and various bonuses and penalties were reworked to use this system. The action system is also changed up a bit, in that (generally speaking) players get to take an action and a bonus action per turn, with movement being separated from that system. (This means that you can do things like move in between attacks if you have more than one, or move, attack, and move again, etc.) Advancement is also a bit different, since feats are semi-removed from the normal level progression.
Something Borrowed
A concept from 4e that did stick around is the concept of class variants. Most classes get to make a decision at level 3 that affects the rest of their progression; A few classes (like Clerics) make this decision before then. There’s a lot of variation locked in these, including an option for the Fighter that adds spellcasting progression, a Druid option that makes wildshape far more powerful, and this Sorcerer option which looks like a terrible (but awesome) idea.
Something Blue
I’m a bit sad about the staggered release of the books, since the player’s handbook doesn’t contain much about magical items (probably in the Dungeon Master’s Guide) and had only a tiny list of creatures (which is unfortunate for both Druids and DMs). I like what’s there, and I especially like the variety of class options available, but I just with there was a bit more.
For more posts about… everything, check out the Blaugust Initiative. For an interesting look at what solving an ARG is like, check out Kodra’s post about The Secret World launch ARG.
As a long time D&D player, and someone who is GMing a Pathfinder game right now, I’m pretty excited to see what they come up with for 5e. The 4th ed stuff was terrible. I like a lot of what Pathfinder does, but movement rules and “what can I do in a round” still causes my players great confusion. Attack, move, attack allows for a more fluid fight, which as a GM isn’t necessarily a great thing. I just hope it is more logical rather than just sewing more confusion for my players. Not that I expect to play with the system just yet. I don’t have time to write my own modules anymore, so they will need to come out with a lot more GM material before I really take it for a test run.
Ahhh, to be able to edit comments after they go live. Sewing… Sowing… English is weird.