D&D 5th edition - pointers?

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chad878262
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D&D 5th edition - pointers?

Unread post by chad878262 »

So it appears after a very long time I may be joining a group of co-workers in a weekly pnp game. One of them bought a 5th edition starter set so I am assuming it is pretty basic, but wondering if anyone can point me in the direction of where I can get a synopsis of the rules? I've only ever played 1st/2nd edition PnP (and 20 + years ago at that) and have never even seen 4th edition (which I am told is a very good thing). They haven't decided who the DM will be and it might be me so if there is somewhere I can find the rules online to prepare in advance it would be fantastic. I looked through the free online pdf wizards put out that goes over the basic races and fighter/wizard/cleric/rogue classes from 1-20 as well as weapons and armor tables, any other details I should look in to? So far it seems to be a very simple system with a lot of nuances, but (IMO) an improvement over D&D3.x where there were so many classes/PRC that everything felt to watered down (though fantastic for a computer game where a lot of the heavy lifting of dice and such is handled for you). As an old school 2nd edition guy I do miss the inclusion of paladin/ranger, but I am assuming those classes are included if you actually buy the players handbook.

Anyway, advice is very welcome, thanks!
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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Akroma666
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Re: D&D 5th edition - pointers?

Unread post by Akroma666 »

Buy a PHB for $25 on amazon. Seriously, just break down and buy it. Best investment you could make if you're committed to trying 5e.

There are just a few subtle differences to actual gameplay:
https://m.reddit.com/r/DnD/comments/29t ... fferences/

If anyone DMs make sure you do a pre-scripted story. Its much easier to follow and you don't really need any experience to run it. Recommend Curse of Strand or princes of the apocalypse.
Storm - The Blade Flurry
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Akroma Thuul - The Creepy Enchanter
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kleomenes
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Re: D&D 5th edition - pointers?

Unread post by kleomenes »

I'm currently playing through two 5th Edition games, both of which are very fun!

Its a fantastic ruleset IMO. One thing to bear in mind is that a mass of low level foes can harm even quite powerful adventurers. Which is good.

Akroma is right though, the 5th Edition PHB is a great purchase. Even if just for the wealth of character hooks it offers for each class and for characters generally, which are actually edition transferrable (well, at least, the inspiration they give is!)

I don't know of where you can find the rules beyond the PDF Wizards released, without buying the rulebook. There is a wiki that covers some of the publicly released stuff.

PHB does have ranger and paladin! Paladin in particular is the best representation of the class I've seen, and frees it from some of the aspects that cause so many problems. Its also got warlock, bard, druid, monk, sorceror etc. Each with their archetypes, which generally act in place of prestige classes
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Akroma666
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Re: D&D 5th edition - pointers?

Unread post by Akroma666 »

What do you mean it doesn't have paladin?
Its in my PHb.. Ranger revisions aren't though.. But they aren't "official" yet.. Even if everyone uses them.
Storm - The Blade Flurry
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
chad878262
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Re: D&D 5th edition - pointers?

Unread post by chad878262 »

thanks guys, I will look in to purchasing once the dates we are going to start get decided.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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kleomenes
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Re: D&D 5th edition - pointers?

Unread post by kleomenes »

Akroma666 wrote:What do you mean it doesn't have paladin?
Its in my PHb.. Ranger revisions aren't though.. But they aren't "official" yet.. Even if everyone uses them.
He's talking about the mini-primer getting started PDF, not the PHB
chad878262 wrote:thanks guys, I will look in to purchasing once the dates we are going to start get decided.

Tell us what you think when you do!
Vadim Morozov, Dreadmaster.
Former Characters: Mel Darenda, Daug'aonar, Dural Narkisi, Cynric Greyfox, Ameris Santraeger, Cosimo Delucca, Talas Marsak.
chad878262
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Re: D&D 5th edition - pointers?

Unread post by chad878262 »

kleomenes wrote:Tell us what you think when you do!
Will do, though I don't expect much... I am one of those old fogies that just liked it better the way it was. Yes, 1st/2nd editions were very flawed, but 3.x went to far. I will say I am very excited to see that 5th ed. does not ALLOW increasing a single stat over 20. I generally don't like "hard" caps like that and would prefer they just make it difficult/impossible to do so and I am a bit concerned that the 2 ability points at 4, 8, 12, 16, 19 will essentially equate to characters with 20 STR, DEX, CON or the like, but I'll reserve judgement. I miss my elven Fighter/Mage/Thief with level caps in all it's glory (my DM as a kid allowed that no race had a cap on thief, kind of like Pool of Radiance, but it's not like I ever got him that high anyway!). :P
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Re: D&D 5th edition - pointers?

Unread post by Randall »

Barbarians can get over 20 STR and CON at some point. :)
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Re: D&D 5th edition - pointers?

Unread post by DM Dagon »

Randall wrote:Barbarians can get over 20 STR and CON at some point. :)
And they are quite strong, IMO.
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Re: D&D 5th edition - pointers?

Unread post by Ichabod »

A couple of things to be aware of in 5e...

Numbers are smaller (sometimes referred to in the metagame discussion as "bounded accuracy'). Don't expect to get +15 to anything. It's kinda nice, because this level of streamlining keeps encounters dangerous. You never really hit the "they need a 20 to hit me" stage.

Because numbers are smaller, your stat bonuses matter more. In 3x, your training quickly eclipses the +0-+4 you might get from stats. In 5e, this is reversed. Training does not eclipse good stats until levels 10+.

The system is engineered around magic items being VERY rare. In our current game, which we have been playing for something like 6 months weekly, we are a party of 5 level-8 adventurers, and we have a grand total of 5 significant magic items, and 7 consumables. In our previous campaign, it was Monty Haul, and it trivialized what should have been very tough encounters. This is, of course, entirely up to the DM, as monsters can be scaled to accommodate.

Prepared casters work a little different from the vancian system of old. Instead of preparing singular instances of specific spells (like 3e,) you have what are called 'spell slots' of levels 1-9. You spend your morning looking through your spellbook/praying/whatever, preparing a number of total spells determined by some stat math. You then fuel these spells with your spell slots, giving you more flexibility. For example, a third level wizard might be able to prep 5 spells, so for today she chooses Magic Missile, Scorching Ray, Web, Detect Magic, and Invisibility. The levels DO NOT matter for prep. She has four first level spell slots and two second level spell slots, so she can cast some combination of 4 magic missiles and/or detect magic, and some combination of 2 scorching rays and/or webs and/or invisibility.

There is no spell failure for wearing armor. If you are proficient with it, you can wear it.

To multiclass, you have to meet a stat requirement, so plan ahead.

Your proficiency bonus is based on your total level, not the combination of your multiclass level individual bonuses. For example, a 1 Fighter would have a +2 prof bonus, and a 1 warlock would have a +2 prof bonus. A level 2 character still has a +2 prof bonus, so a 1 fighter/1 warlock has a +2 prof bonus, not a +4.

You cannot benefit from more than 1 long rest within 24 hours.

At work, will list more if I think of them. These were just some of the ones that came up a lot in the last couple years of playing at our table. Hope it helps!
chad878262
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Re: D&D 5th edition - pointers?

Unread post by chad878262 »

Interesting, thanks! So what exactly is the downside to multi-classing? Is there any issue with shorter duration buff spells, dispel functionality, etc. Our is the only downside the delay in gaining abilities from both classes?
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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Akroma666
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Re: D&D 5th edition - pointers?

Unread post by Akroma666 »

chad878262 wrote:Interesting, thanks! So what exactly is the downside to multi-classing? Is there any issue with shorter duration buff spells, dispel functionality, etc. Our is the only downside the delay in gaining abilities from both classes?
Just a delay and missed opportunities of progression. There is no caster level anymore. It's based on character level or spell slot used.
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Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
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Re: D&D 5th edition - pointers?

Unread post by chad878262 »

Really? So a dedicated wizard doesn't have a bonus chance to dispel a fighter mage of equal character level? F10/W10=W20?
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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Ichabod
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Re: D&D 5th edition - pointers?

Unread post by Ichabod »

The strength of a dispel and counterspells is based mostly on what level slot you use to cast it. Any spell can be cast "up", which is to say, using a higher level slot for a greater effect. For example, Chromatic Orb is a first level spell that does 3D8 damage. If I use a first level slot to cast it, it does 3D8. If I use a second level spell slot, it will do 4D8, and so on (the amplified effects are listed in the spell descriptions.) It adds some wonderful flexibility to spell-casting, and it ensures that low-level spells retain some functionality. Buffs, for example, when cast "up" sometimes increase duration or the number of targets you can buff. Heroism targets one extra person for each slot level higher you cast it, for example.

That reminds me: you can only have one spell requiring concentration up at a time, and most buffs and debuffs require concentration. Gone are the days of one wizard casting bull's, cat's, displacement, and mirror image before a fight. Buffs are still very powerful, but you can't layer them on from a single source.

Also, there are cantrips, which are low-level spells which have no limit on the times/day you can cast them. You only ever learn a few of them, though, so choose wisely. And don't choose Blade Ward =)

I am currently playing through the Curse of Strahd module with a rogue 1/bard 6/warlock 1. He was a street thief who became a jester...and he recently read a book he shouldn't have in the last session (I took my level in 'lock.) In multiclassing, I have sacrificed some of my cantrip scaling (cantrips get stronger based on class level) and my access to feats and ability score increases (which are granted at certain class levels, not character levels.) My damage is god-awful, but what I lose in horsepower, I gain in utility - multiclassing gave me access to different spell lists (I can use my bard spell slots to cast warlock spells, and vice-versa) and class abilities which granted me huge access to skills. My character is the buffer, debuffer, and skill monkey in the group. Because spells aren't hugely impacted by caster level any more, casters can multiclass much more easily.

Another thing: there aren't prestige classes any more. Instead, when you get to a certain level in your class, you choose a more specialized path which grants you interesting abilities. It's MUCH easier than the prestige system, although it lacks a little bit of that 'I like to tinker' satisfaction. For example, when you hit L3 as a bard, you choose a college to follow...my jester's college is satire (from Arcana Unearthed), which gives me some debuffing abilities, access to some skills, and some better mobility, among other things. No pre-reqs, just a simple choice. Barbarians can choose totem warrior or berserker, fighters can choose battle master or champion or eldritch knight, rogues can choose arcane trickster or assassin, etc.

Streamline and ease. Those were the mottos the design team seemed to have in mind with 5e. More like cooperative heroic story-telling, less like doing my taxes once a week =P
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Garn Greymoon
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Re: D&D 5th edition - pointers?

Unread post by Garn Greymoon »

Biggest advice I have is pick up the PHB, the sword coast adventure supplement gives a few nice options as well.

Other than that it's a great system that minimizes the cheese that 3.xx had. It's easy e ought to pick up in a few minutes and all the mathmatics are the same your used to.

You also have the following action economy

Standard , move and bonus action.

You can also now move before and after an action as long as you have remaining movement


Lastly healing isn't as easy and you'll find yourself taking short rests to heal via hit die which increase as you gain levels.

Have fun!

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Dag . . . . . Gnome Bard - The Twang Fury
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