Played 5E last night...

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Treebore
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Played 5E last night...

Post by Treebore »

and we had fun. I really liked how intuitive the rules felt, since they were very much the same as what has come before. The DM failed to use Advantage/Disadvantage, but thats fine, he'll get better about it in the future. The good thing is, that at first level, it felt like I was playing any other edition of D&D. Which is a GREAT thing.

I am looking forward to seeing how the power of the classes advances, especially since the base line only goes up to a +6 at 20th level, rather than the old +20 for Fighters, etc... Plus the rewriting/tweaking of the spells is looking interesting, and having so many of the spells require a hit roll, and then a save, might finally make a spell caster not be an all powerful godling at later levels. Or at least not be so much of one.

I also like how integrated ROLE play is in the rules, with choosing flaws, backgrounds, etc... being a part of the process of creating a real character for you to play.

So while the rules are still far more complex than something like C&C, it was still easy enough to figure out. Again because of that familiarity for me, because it was very much a feeling of everything that has come before. Now was the process flawless? No, there were a few things I had trouble finding, such as actual descriptions of what the skills actually mean, how they are used, etc... They are hard to find because they describe them under attributes, and making checks related to your attributes, and I saw nothing in the table of Contents to lead me to those descriptions. I also had a hard time finding what "passive checks" are, in relation to the new spotting/perception rules.

So while a few things frustrated me a little bit, the over all experience was very positive.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Rigon
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Re: Played 5E last night...

Post by Rigon »

That's good to hear. I've already got an idea for a character for when you run it in the Monday slot down the road.

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Treebore
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Re: Played 5E last night...

Post by Treebore »

Rigon wrote:That's good to hear. I've already got an idea for a character for when you run it in the Monday slot down the road.

R-
Yeah, the problem is, I won't be able to use the published module, so I am going to have to start off with my own adventure. Which is fine, it just means we may be a little more likely to have PC deaths. Why won't I be able to use the published module? Because there is another Monday night player in this game. No, not my daughter.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Jyrdan Fairblade
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Re: Played 5E last night...

Post by Jyrdan Fairblade »

Really digging it as well. And I agree, the smaller baseline makes the game much more “dicey.” Random chance and luck plays a great role, and I like that.
Treebore wrote: I am looking forward to seeing how the power of the classes advances, especially since the base line only goes up to a +6 at 20th level, rather than the old +20 for Fighters, etc...

Lord Dynel
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Re: Played 5E last night...

Post by Lord Dynel »

Treebore wrote:and we had fun. I really liked how intuitive the rules felt, since they were very much the same as what has come before. The DM failed to use Advantage/Disadvantage, but thats fine, he'll get better about it in the future. The good thing is, that at first level, it felt like I was playing any other edition of D&D. Which is a GREAT thing.

I am looking forward to seeing how the power of the classes advances, especially since the base line only goes up to a +6 at 20th level, rather than the old +20 for Fighters, etc... Plus the rewriting/tweaking of the spells is looking interesting, and having so many of the spells require a hit roll, and then a save, might finally make a spell caster not be an all powerful godling at later levels. Or at least not be so much of one.

I also like how integrated ROLE play is in the rules, with choosing flaws, backgrounds, etc... being a part of the process of creating a real character for you to play.

So while the rules are still far more complex than something like C&C, it was still easy enough to figure out. Again because of that familiarity for me, because it was very much a feeling of everything that has come before. Now was the process flawless? No, there were a few things I had trouble finding, such as actual descriptions of what the skills actually mean, how they are used, etc... They are hard to find because they describe them under attributes, and making checks related to your attributes, and I saw nothing in the table of Contents to lead me to those descriptions. I also had a hard time finding what "passive checks" are, in relation to the new spotting/perception rules.

So while a few things frustrated me a little bit, the over all experience was very positive.
I've been playing it. Well, running it. Compared to C&C, yeah, the rules are more complex (most systems are), but they're a heck of a lot simpler than the last few editions of D&D. Saving throws are as simple as they are in C&C. Combat is only slightly more complex, and only if you get real tactical. One action and one move. Bonus actions and reactions exist, but only if you are entitled one. Feats, like C&C advantages, are totally optional. Skills are still around, but they're pretty basic (again, compared to recent editions). But I agree with Tree, that the rules are pretty easy to figure out.

I like how the backgrounds are. At first I was skeptical. I didn't like how RP'ing had to be married to the rules. But it's an interesting swing of a pendulum - from the earliest editions of D&D where there wasn't any noticeable role-playing, to a renaissance of sorts in the late 1st/early 2nd edition era, to a lack of emphasis on later editions. This gives you options for role-playing and then ties them into mechanics and rewards, which I think works pretty well (very similar to kits of 2e).

So, we're having positive experiences as well.
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Re: Played 5E last night...

Post by jdizzy001 »

5e has a lot of promise. Though i swore c&c was the last d20 game I'd buy, 5e really has me jonesing for a new phb, mm, and dmg
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DMSamuel
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Re: Played 5E last night...

Post by DMSamuel »

I am running a campaign and it is fun. I ran during some of the playtest too. I would love to switch that group over to C&C, but they are bent on playing D&D and only D&D, so... I play what I can. I have fun, but I don't use a lot of what the game has as part of the rules - inspiration, bonds, flaws, etc were not part of the playtest, so they weren't applied to the characters that the group has and we don't use them. Only one of the players has feats. It's a fun game, and while I would rather be playing C&C, I would rather have a D&D 5e game than no game.

I do have a second group that plays all sorts of RPGs and they are happy with C&C as one of the games in our rotation, so I still get my C&C fix.
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Re: Played 5E last night...

Post by alcyone »

It's good to hear it's playable with the core books. I still wonder what their digital strategy is. The Basic rules look a little frustrating (e.g. Clerics have domains, but only one is included) and don't look like they'd be sufficient if you were playing with people who did have the books, but there is no other digital alternative. My desk that I do online games from has 1/2 a book of space on it, if I can't look at a PDF or website for the rules it'll be a juggling act.
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DMSamuel
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Re: Played 5E last night...

Post by DMSamuel »

Aergraith wrote:It's good to hear it's playable with the core books. I still wonder what their digital strategy is.
Yeah - since the deal with the DungeonScape (codename: Morningstar) people went south they have been absolutely mum about their plans for digital release. I am curious as well - word on the street is that they will be releasing more digital info in Jan or Feb along with their licensing plans.
Aergraith wrote:The Basic rules look a little frustrating (e.g. Clerics have domains, but only one is included) and don't look like they'd be sufficient if you were playing with people who did have the books, but there is no other digital alternative.
The basic rules are, literally, copy and pasted from the phb, so it is completely 100% compatible. There are more domains in the phb, but the rules and all info in basic pdf is exactly the same as in phb, so it is sufficient to use with people who have the hardcopy phb, just not as many domain options.
Aergraith wrote:My desk that I do online games from has 1/2 a book of space on it, if I can't look at a PDF or website for the rules it'll be a juggling act.
Yes - it's disappointing that they haven't moved forward on digital releases - forget tools like the character builder, just a simple full art, complete PHB pdf would be a welcome addition to their releases.
~DMSamuel
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Website: RPG Musings
Actual Play C&C in Aihrde: Epi 1, Epi 2
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