Thursday, May 24, 2012

5e playtest - How to Play

I read the 31 page "how to play" primer in one sitting within an hour of getting my hands on it. My curiosity was peaked and I was avoiding doing productive things. I want to look at a few things and organize my thoughts on this a bit.

The Basic Rules is just that. Nothing remarkably different from any other version of D20 I've ever seen. Roll a d20, add modifiers, compare to target number. Same-o-same-o. That's not bad.

the only really new thing is the concept of "advantage/disadvantage". At first this seems clunky. However, after some thought it is kinda elegant. It removes the need for a long list of modifiers. It removes a need for combat advantage or attack of opportunity rules. Finally, rolling more than one die is fun.

Ability scores were the exact same they've been since forever. One interesting thing. Saving throws. Gone are "fort/ref/will" (which replaced the more insane AD&D list of saving throw types) and now you have a save for each ability. I like this since it places a real value on every ability score for every character and removes pointless stuff on the character sheet.

The combat section was nice and simple. I was pleased. There are not 4 or 5 types of actions. You can move a certain number of feet and take an action. Simple. You can move any amount you like in your turn at any point around your action. Simple. There are a few specific types of actions, but that's about as complicated as it gets.

I was absolutely dreading the hit point rules. I read some stuff on what they were doing with Hit Dice and it sounded stupid in the articles. However, when put next to all the other rules...it fit well. It made sense. I think the 4e dying rules *might* have been simpler...but I'm not convinced better.

They kept the short/long rest from 4e and that thrills the hell out of me. Best thing in that game. Damn near fixes everything I don't like about hit points.

12 conditions. I can't even begin to tell you how much this makes me happy. Honestly, I can name 2 that are just unnecessary (intoxicated and frightened - seriously, the first is pointless period and easily rolled into others. Frightened should just be a version of stunned). However, compared to the 38 conditions listed in the SRD it's just wonderful. If they actually keep it limited to 12 I will buy it for no other reason.

Equipment is kinda cool. Nothing really new though. They brought back electrum pieces. Pointless as they are, I don't mind them. Flavor and nothing more. I can as easily ignore them as use them.

I love how the AC bonus of armor either benefits from Dex or not depending on how heavy it is. That is so obvious. Why wasn't that in 3.x? Why didn't I think of it? How was this missed? love it.

I like the addition of finesse weapons. Otherwise weapons are not much different than they were in 3e or 4e. More 4e, which is neither good nor bad. Otherwise, gear is more or less the same.

Spells are back to "Vancian" which is the new hot word over on the Wiz-co site. Or so I assume because I never really read stuff on there. I'm neither thrilled or disappointed with spells. I like the rituals option. That's about all I have to say on first pass.

I'll tackle my thoughts on the DM Guide tomorrow when I get a chance to read it.

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