This may be heresy, but is anyone checking out the new edition of D&D? It sounds like they stripped out most of the rules bloat from the last few releases, which has my curiosity piqued. I'm a little hesitant to drop money on another rule book, though.
I got the basic box, played an evening with my son and wife. Was really simple for me to wrap my head around.
I bought the Players' Handbook and put together a session for a bunch of goons, including James. It's really fun to play, even with a mob of seven players.
Things that surprised me most:
- Spell-using characters can cast cantrips whenever they want and as often as they want. Our necromancer had his spellbook taken away and was still throwing magic around like a fool.
- You hit level 2 after just 300 XP! Level 3 at 600 XP. After that, it goes back to old school D&D progression.
- No modifiers and feats are optional. No need to add a dozen different bonuses to do things. Even skills are just stat rolls. It's really easy to DM things on the fly without looking at the book.
- Healing isn't much of an issue. You can roll your hit die to recover hit points after an hour of rest, and you experience a total recovery if you camp for eight hours. To offset this, damage seems to be pretty severe. Our ranger was savaged by one hit from a giant hyena, but was back in the saddle after some first aid and bed rest.
Admittedly, we spent a lot of time noodling about in-character before getting to the dungeon, so we didn't engage with the rules too much. Just a quick fight with some pirates and a wandering monster encounter. We'll see how it holds up when there are hordes of bad guys next session.
Admittedly, we spent a lot of time noodling about in-character before getting to the dungeon
I just fainted from surprise.
Sounds interesting. I'd try and run something in it, but I'm a terrible DM.
Does it keep the basic parameters of class abilities? Magic-users don't get to use armor, clerics are restricted on weapon choices, etc.? Are there tons of odd-ball subclasses like bladesingers or warchanters or whatever? How do races work in this?
Does it keep the basic parameters of class abilities? Magic-users don't get to use armor, clerics are restricted on weapon choices, etc.?
Yes … to the very limited extent I understand such things. Weapon & armor stuff is handled, basically, with feat-type stuff, just like in 3e and 4e. If you're a Wizard-guy, by default you have access to a very few weapons, and no armor training. With a little bit of effort (multi-classing, grabbing a feat after several levels, or being a dwarf) you might solve some of those problems if you wanted to, but it's at an opportunity cost of being a wizardly Wizard who wizards.
Thieves Rogues are still backstabbing skill-monkeys, and Clerics are slightly more individualized based on their deity's portfolio. Of the basic four classes, the biggest change is the Fighter. (I kind of think each edition of D&D should be called, "What Have They Done to Sweeten the Fighter Now?") Fighters don't get an appreciable attack bonus (THAC0 / BAB / to-hit chart) over the other classes. Instead, they get extra actions during a fight, and become gradually capable of almost superhuman feats of Strength, or Dexterity, or Constitution, or what-have-you (and killin' stuff is just one portion of that).
It actually looks pretty playable; it's appreciably simpler than 1e, but maybe a touch more complicated than B/X. But we're really seeing only one-third of the full design: the Monster Manual isn't out yet, and the DMG is pushed back until, I think, early December. Which could mean that WOTC is over-worked, or that the design is tricky, or just that they've had various normal delays. (Jamie Malizewski done stole their money, maybe.)
Does it keep the basic parameters of class abilities? Magic-users don't get to use armor, clerics are restricted on weapon choices, etc.? Are there tons of odd-ball subclasses like bladesingers or warchanters or whatever? How do races work in this?
The game is built upon the use of proficiencies, which give you a bonus to your roll whenever you attempt an action that uses that proficiency. This bonus is based on your level, and starts at +2 for a first-level adventurer. Therefore a first-level fighter is proficient in all martial weapons, so whenever she attacks with a martial weapon, she gets a +2 to her hit roll. A wizard is only proficient in staffs and daggers, so if he picks up a sword and starts hacking away at some hobgoblins, he doesn't get the bonus. So you can totally rock a sword-wielding wizard if you don't mind losing a +10% chance to hit.
Armor works a little differently. If you wear an armor type without having its proficiency, you're at a disadvantage whenever you attempt a physical action (which means rolling 2d20 and taking the lesser result) and you also can't cast spells.
The core classes stay really close to their classic archetypes, but each has some type of specialization they can choose at the second or third level. For example, the ranger can pick between being an amazing archer or a beast master. The rogue can specialize at thievery or assassination. Wizards can decide upon a school of magic to study. It seems a lot more focused than Third Edition's prestige classes or Fourth Edition's odd hybrid classes.
As far as races go, they stick to the classic stereotypes. Dwarves know things about stonework and are more resistant to poison. Elves are immune to ghouls. All of the races have some starting proficiencies, which can allow for some interesting combinations when class proficiencies are added onto them. High elves, for example, start with proficiencies in swords and bows, so you can make an elven wizard who is really good with a sword.
Our second session is scheduled for tonight, so we'll see how all this holds up in a dungeon.
Our second session is scheduled for tonight, so we'll see how all this holds up in a dungeon.
Lethally! My poor Rogue was the first to die, killed by a Giant Spider. So, I stink at D&D no matter which edition I play. It's nice to know some things remain constant.
