Results 91 to 120 of 214
-
2019-01-14, 10:35 AM (ISO 8601)
- Join Date
- May 2018
Re: [Sell Me] 5e. A game for a grognard?
From all the D&D I've tested, the best one (in my opinion) I've played were 5e, and an heavily house-ruled 4e.
But the most interesting character creations I've done were in 3.5 and Pathfinder.
For me, character creation is "half of the game" in 3.X. And it comes with a lot of plus (creating characters you will never play is actually interesting, and building a team too), and a lot of minus (the part where you play your character wasn't as great as other systems).
While 5e is an edition optimized for interesting gameplay, at the cost of any interest in technical character creation (background are still interesting to create). And 4e is basically not a true D&D, so not really comparable, but character creation suffer from the need of a balanced "wargame" whatever the choices you make.
The few games I've made in 1e, and the few things I've read on 2e convinced me they were obsolete, at least in the way they're written. (Seriously, game design and writing of game rules had made a lot of "level up" during those last decades). But I have no doubt a good DM could make them interesting to play.
-
2019-01-14, 11:47 AM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: [Sell Me] 5e. A game for a grognard?
This is so true it hurts. If there was ever an era of D&D just being pure dungeon crawls, it was very short-lived. Well before 2e was a thing, I was playing games heavy with investigation, social interaction, and non-combat challenges. And D&D's peers were no different. I think what perpetuates this idea that OD&D was just combat and dungeons (aside from the game's name suggesting it was something like that) was that there have always been people on both ends of the spectrum. In the 90s, a kind of "narrative first" dogma appeared, despite narrative never really being second for most players. Games like Vampire: The Masquerade got a lot of PR mileage our of not being a dungeon crawl, to the point where the combat mechanics were borderline nonsensical and often couched in LARP terminology. Once people perceived a schism, reality-based or not, it took on a life of its own.
It does depend on your definition of "interesting." I'd be much happier in a game where every PC was a clone of each other, but the rules encouraged creative at-the-table gameplay, over a game where you could trick out your character a hundred different ways but the gameplay was clunky and overloaded. In fact, pre-3e D&D (and a lot of its peers) worked like the former. There were mechanical differences between classes, of course, but Fighter Bob was almost identical to Fighter Sue, and what made them different was how the players ran them.
I read an article a year ago or so where someone revisited the 1e PHB and DMG and tried to present the material in a more modern way. The result was... interesting. The game was certainly easier to understand but still very cumbersome to play. The big problem with 1e -- which the manuals masked -- was a lack of an underlying game-design philosophy. As has been said, 1e feels like a bunch of different game systems jammed together, and 2e went a long way toward unifying that.
-
2019-01-14, 12:00 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: [Sell Me] 5e. A game for a grognard?
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2019-01-14, 12:09 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle (GMT-8)
- Gender
-
2019-01-14, 12:12 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: [Sell Me] 5e. A game for a grognard?
If you want to DM the game, run the starter set ... but take a good hard read through it first. Then go into the current basic rules and look at encounter building on pages 165-167. It's a rough tool, and will take a bit of customizing until it works for you just the way you want it to, but it's a decent tool.
For a bit more content, and one of each kind of character class, the SRD has some good stuff.
When I started DMing 5e, I had a ready reference sheet of all "conditions" from appendix A handy at all times. Sped play up a lot until I knew how the worked.
Stunned, prone, poisoned .. each has a fiddly detail, so it's handy to have that reference available right up front.Last edited by KorvinStarmast; 2019-01-14 at 12:13 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2019-01-14, 12:18 PM (ISO 8601)
- Join Date
- May 2018
Re: [Sell Me] 5e. A game for a grognard?
You're right, what I wanted to say is that 5e is optimized an polished for a certain vision of interesting (not that 5e is the best whatever the metric you use). Mechanics of 5e are polished and (with few exceptions) well-designed and thought. They tried to got rid of everything that was not needed for their vision of "interesting".
I do that (characters that have almost no differences except backgrounds) quite often, though only in one-shot, not campaigns. We just don't call it D&D, because people expect from D&D to have some tactical complexity and optimization dilemmas.
-
2019-01-14, 12:19 PM (ISO 8601)
- Join Date
- Dec 2015
Re: [Sell Me] 5e. A game for a grognard?
I think the idea of a monolithic gaming culture was maybe the first myth. People are usually aware of West Coast/East Coast/TwinCities-Lake Geneva schism, but there was also divisions based on whether you started gaming as a (usually college or post-college) historical wargamer, a kid, one of the SCA-like organizations, or something else entirely.
The focus on (and complaints about) "narrative first" definitely also predate the 90s. I know part of 2e's goals were to capture more of the (now known as) "Paladins and Princesses" play that AD&D was taking on, and the original Dragonlance adventure models were considered a step towards more narrative focus (a positive or negative reputation, depending).
-
2019-01-14, 12:30 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- France
- Gender
Re: [Sell Me] 5e. A game for a grognard?
Bite me. This always annoy me.
And it's not just for shelves space. It's so much more convenient to carry the PHB and a tablet or even a mini-PC than 3+ books. Notably if you have a lot of other mateiral to carry.
And i don't think it's efficient in fighting piracy. Because people who wants PDF will find them. This is more an incentive not to buy some of the books.Que tous les anciens dieux et les nouveaux protègent la France.
Resistance Data in MM, Volo's, MToF. -- -- Petrocorus's 3.5 Paladin Builds List. -- -- French vs. EnglishOriginally Posted by King Louis XIII in The Musketeers
-
2019-01-14, 12:33 PM (ISO 8601)
- Join Date
- Mar 2015
- Gender
-
2019-01-14, 12:35 PM (ISO 8601)
- Join Date
- Dec 2015
- Location
- San Francisco Bay area
- Gender
Re: [Sell Me] 5e. A game for a grognard?
So much this.
I started in '78 as a DM with the Holmes "bluebook", and then as a player in '79 with the LBB's and the Monster Manual, and then I mixed some of the rest of AD&D as a DM in the 1980's, played a little B/X, a lot of other games, took a long glance at 3e, short glances at 2e, 3.5, and 4e, and have played some 5e.
If the adventures appeal to you and the players of 5e appeal than it's worth it.
In some ways 5e is simpler than AD&D, and it's only a lot more complex than B/X if you want it to be, a red pencil for editing is your friend.
Yes.
Some of the assumptions of some players who grew up with different styles (all encounters should be melee, et cetera) grate, but that's not rules that's players.
The options in the DMG give you a good feel for "house ruling" to taste, the PHB is mostly player options you may ignore, the free rules and maybe the Starter Set are all you need.
@opaopajr speaks truly!
Here's a fine statement on 5e:
-
2019-01-14, 12:35 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle (GMT-8)
- Gender
Re: [Sell Me] 5e. A game for a grognard?
-
2019-01-14, 12:37 PM (ISO 8601)
- Join Date
- Mar 2016
- Gender
Re: [Sell Me] 5e. A game for a grognard?
This is 5e exactly! It's streamlined but so deep, and like fine wine or good cheese it gets better with age. That's to say, the more you play the more you really start to hit your stride. I've played relatively little 3e and 4e (and nothing before then), but I understand those systems pretty well. I really really like 3.5, but this version is better for me and why I like to play. It's also so so so so so much simpler to teach new players than 3e. You can get into the weeds with mechanics if you want, or you can go as far away from the rules as they do in The Adventure Zone podcast and the system holds up either way. It's all about fun, improvised storytelling, and being adaptable to every group style and DM table.
I agree with the greatest hits sentiment. Even though I haven't played anything prior to 3e, I do know a decent amount about those editions. It seems to really condense most of the best aspects of all previous editions into one light, digestible package.
The online SRD is free at places like Roll20. Also, I've run several games before with just the PHB. I got my monsters from Roll20 and the like, sometimes retooling goblins to be human pirates or something. So I'd say if you can just buy the PHB and stuff it under your mattress for storage, you'll be good to go. I have several more books now, but I made it for years as both a player and a DM with just the PHB.
Maybe not all of them, but there are some pretty great ones for 5e. Dragon Heist and Tomb of Annihilation are two of my favorites and extremely well constructed. Depending on the group's interests, Dungeon of the Mad Mage and Curse of Strahd can also be amazing.
-
2019-01-14, 12:44 PM (ISO 8601)
- Join Date
- Mar 2016
- Gender
Re: [Sell Me] 5e. A game for a grognard?
Missed this with my first comment. As a word of encouragement, I taught my friend to play who had never played before and he was our DM after our first session or two. He's been the best DM I've ever had and has been going strong for about two years now with our current group. Granted, he's had me to lean on when rules questions come up, but those aren't common anymore.
Edit: He had pretty extensive knowledge of most mechanics within the first 4 sessions or so I'd say.Last edited by DrowPiratRobrts; 2019-01-14 at 12:46 PM.
-
2019-01-14, 12:48 PM (ISO 8601)
- Join Date
- Jan 2015
- Location
- Vinland
- Gender
Re: [Sell Me] 5e. A game for a grognard?
5e has a couple good things going for it.
It's popular and it's good enough to run games where you can fight things, get loot, be heroes or villains if you want in a manner that's fairly streamlined. Oh and it has a number of games being streamed using it which can give you an idea of how certain tables play it.
These are good enough for me to keep using it even if I would rather have few things changed.
-
2019-01-14, 12:58 PM (ISO 8601)
- Join Date
- Feb 2010
- Location
- France
- Gender
Re: [Sell Me] 5e. A game for a grognard?
With careless players, yes.
I gave it to one of my table. They wished to gain the XP they would gain from killing an ancient gold dragon. But of course, they worded it so poorly, history was rewritten so that they actually killed an ancient gold dragon. Hence, many heroes and dragons now on the tail their 6th level *selves*.
There were absolutely no magic item in the Cragmaw Hideout. The LMoP is a bit more generous than the base guideline when it comes to magic items, but this kind of magic item at level 1 with new players.
I gave it to 6th level PC and it was already too early.
Copy-pasting rules on the character sheet for instance, or extracting your own bestiary specific to the current adventure.Que tous les anciens dieux et les nouveaux protègent la France.
Resistance Data in MM, Volo's, MToF. -- -- Petrocorus's 3.5 Paladin Builds List. -- -- French vs. EnglishOriginally Posted by King Louis XIII in The Musketeers
-
2019-01-14, 01:42 PM (ISO 8601)
- Join Date
- Sep 2016
Re: [Sell Me] 5e. A game for a grognard?
Just another player of 1e here who switched to 5e and has enjoyed it. I started off grumbling about the usual stuff ("Dwarf wizards? Lock picking isn't a thief exclusive skill? This is stupid") but after a couple sessions, let go of that stuff and enjoyed the game for what it is. Plus, as previously mentioned, it has the benefit of actually being played at numerous places and not requiring me to try to play with my Class of 1991 high school buddies.
It's funny because I see old 1e/2e players grumble and bitch about how they tried to RP at a 5e table and everyone threw Mt Dew cans at them because "This video game generation just ROLL plays, man! They only care about the combat!". Then the next post is some grognard going on about how "This new generation thinks every game will be like Critical Role and how can you run a game when it's six wannabe actors pretending they're on Youtube!"
Not that it's a new 'debate' anyway. Go back into dusty issues of Dragon and the Letters section and Editorials have plenty about "Combat driven Monty Haul campaigns" and "People trying to turn AD&D into theater club"
-
2019-01-14, 02:39 PM (ISO 8601)
- Join Date
- Dec 2015
Re: [Sell Me] 5e. A game for a grognard?
I think the idea of a monolithic gaming culture was maybe the first myth. People are usually aware of West Coast/East Coast/TwinCities-Lake Geneva schism, but there was also divisions based on whether you started gaming as a (usually college or post-college) historical wargamer, a kid, one of the SCA-like organizations, or something else entirely.
The focus on (and complaints about) "narrative first" definitely also predate the 90s. I know part of 2e's goals were to capture more of the (now known as) "Paladins and Princesses" play that AD&D was taking on, and the original Dragonlance adventure models were considered a step towards more narrative focus (a positive or negative reputation, depending).
-
2019-01-14, 02:46 PM (ISO 8601)
- Join Date
- Dec 2015
- Location
- San Francisco Bay area
- Gender
Re: [Sell Me] 5e. A game for a grognard?
I know that at my usual table we mostly played a conga-line of human Fighting-men (a 101+ Conan expy's) and at my first. DunDraCon finding that the majority of players (especially those old enough to grow beards which I wasn't yet) played Magic-Users instead seemed weird.
-
2019-01-14, 03:09 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: [Sell Me] 5e. A game for a grognard?
I currently am in a campaign, 5e, with my Class of 1976 high school buddies. We play on roll20 since we are all over the country.
Go back into dusty issues of Dragon and the Letters section and Editorials have plenty about "Combat driven Monty Haul campaigns" and "People trying to turn AD&D into theater club"
Yeah, good point.Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2019-01-14, 03:16 PM (ISO 8601)
- Join Date
- Oct 2014
-
2019-01-14, 05:24 PM (ISO 8601)
- Join Date
- Dec 2018
- Location
- NW PA
- Gender
Re: [Sell Me] 5e. A game for a grognard?
I am WELL AWARE of what magic can be awarded in 5e. The posting you read was a reply to another post after I warned the OP about certain types of DMs showing up to play 5e, specifically certain types of "power gamers" and "Monty Haul DMs" (if you are a fellow "grognard," you WILL recognize this term). It was a simple warning to the OP that 5e DOES NOT possess "hard limits" on power gaming and he will have to "install" them just as with 1e/2e. The second poster asked for an "elaboration" on my experience with this new group, so I gave it as a cautionary tale about how NOT TO DM.
If you read my posts, you see that my Familiar wasn't trapped in a crystal. The DM's PC that he was running in addition to DMing (a Monk called Scrim) was trapped in the jewel after drawing a card from the Deck. The DM was VERY upset by this and when we ventured to the ruined town where the Dragon built a lair in the tower, he was bent on our rescuing Scrim. I attempted to use my squirrel familiar to RECON the tower but the DM REPEATEDLY said "your squirrel CANNOT climb the tower, it's too smooth for him to climb." He wouldn't even let me use Mage Hand to lift my familiar up to a tower window because he KNEW if I knew there was a dragon inside the tower, I wouldn't go inside. Scrim would remain imprisioned in that gem. So the three of us (2nd lvl Wizard, 2nd lvl Thief, and a 5th lvl Barbarian/5th lvl Bard Bugbear) entered the keep and the dragon confronted us. As I was negotiating with the Dragon, the Bugbear tried to cast a cantrip (covertly) and the dragon attacked us with its breath weapon. I failed my save (taking 44 hp of damage to my 14 hp wizard) and DIED. The bugbear slammed the door between the tower and the cottage (grabbing the also dieing Hafling Thief who was on his side of the door) and fled the town. He did feel bad about my death and is letting me create another SECOND LEVEL Wizard so we can go slay the dragon and free Scrim. I guess he put a lot of time into Scrim.
I was opening the doors because it was just me and the Hafling Thief exploring the town and I had the higher STR (10). The Barbarian/Bard was busy using his "animal handling" ability that he got for Totem Barbarian to catch and tame Twig Blights(?) so he could build an army of insect warriors to unleash on his enemies (he has a powerful Devil/Demon gunning for him thanks to a card from the Deck). It was an interesting 6 sessions....
I reitterate my warning about Monty Haul Dms!Last edited by olskool; 2019-01-14 at 09:40 PM. Reason: spelling
-
2019-01-14, 05:40 PM (ISO 8601)
- Join Date
- Dec 2018
- Location
- NW PA
- Gender
Re: [Sell Me] 5e. A game for a grognard?
This sums up the issues you might have pretty well. I'd run it "narrow" or "hardlined" like you'd run 2e until you get used to the system. No FEATS, no Multiclassing/Dual Classing until you understand the ramifications of these in game and watch "custom builds" that might use supplements you don't possess like Mordenkainen's Guide to Everything. Watch for "bonus actions" requests that don't line up with the reality of a 6-SECOND COMBAT ROUND (no more 1 minute rounds in 5e). You will enjoy the ADVANTAGE and DISADVANTAGE Mechanic. I honestly believe this is the best game mechanic WOTC ever developed when you consider it's flexability and simplicity.
Good Luck man.
-
2019-01-14, 05:43 PM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: [Sell Me] 5e. A game for a grognard?
This is just... comedy.
I don't think I have much praise for your DM, but based on your description above I don't see how a Monty Haul mindset factors in. I mean, he may have been trying to run a Monty Haul style game, but that appears to be beside the point.
-
2019-01-14, 05:50 PM (ISO 8601)
- Join Date
- Dec 2018
- Location
- NW PA
- Gender
Re: [Sell Me] 5e. A game for a grognard?
YEP! It did a very good job breaking the campaign on the 3rd Session in. I tried to warn our DM about "Monty Haul Syndrome," but I was told by all the players "we aren't playing 'Vietnam AD&D' here where you just scrape by for a bit of gold and a +1 sword. We're heros and this is the NEW D&D!" To each his own, I guess. I'll probably head back to Mythras unless I can find a sensible group to game with.
-
2019-01-14, 05:56 PM (ISO 8601)
- Join Date
- Dec 2018
- Location
- NW PA
- Gender
Re: [Sell Me] 5e. A game for a grognard?
This is one issue with the Monty Haul Campaign, you never know HOW your game is going to "implode."
If you are a new DM, I implore you, BE STINGY and cautious both with treasure/magic AND your Encounters. You can always ramp up the reward or the danger once you gain an understanding of both the system AND (MORE IMPORTANTLY) your group's dynamic. It's always easier to lighten up than tighten down!
-
2019-01-14, 06:35 PM (ISO 8601)
- Join Date
- Apr 2012
-
2019-01-14, 07:29 PM (ISO 8601)
- Join Date
- Dec 2014
Re: [Sell Me] 5e. A game for a grognard?
I have had people who I taught the game to and played for a couple sessions buy some books and start up their own game. They had no problems. It's very intuitive. The rules are designed so that if a table guesses what a rule is they're probably right.
The only people I have personal experience with who have trouble understanding 5e are 3e players.If you are trying to abuse the game; Don't. And you're probably wrong anyway.
-
2019-01-14, 11:21 PM (ISO 8601)
- Join Date
- Jun 2017
-
2019-01-15, 02:07 AM (ISO 8601)
- Join Date
- Aug 2014
Re: [Sell Me] 5e. A game for a grognard?
And those people who dont read the rules.
For the first few sessions, stop and read each rule as it comes up so you're familiar with it. First combat you have, read the rulebook Combat section to make sure you're doing Surprise, Initiative, Movement, Actions etc correctly.
Encourage rules lawers in this first session or two. Heck; award Inspiration any time you get a rule wrong, and a player correctly calls you on it.
-
2019-01-15, 02:16 AM (ISO 8601)
- Join Date
- Oct 2014
Re: [Sell Me] 5e. A game for a grognard?
...as long as you're prepared to ignore official WotC spokesman Jeremy Crawford's tweets telling them that the rule is actually supposed to be this totally opposite thing either (1) because of technicality XYZ in jargon of the rules text, or (2) because Jeremy Crawford has an opinion different than the rules text.
In other words, 5E's rules are simple in the same way all RPG rules are simple when you interpret them simply. They're quite a bit more complicated than OD&D's rules, and are about as complicated as AD&D's rules once you finish accounting for bonus actions and different kinds of feats and exception-based class abilities. AD&D's complexity shows up mostly in the form of certain tables that you need to consult for e.g. saving throws or thief skills; 5E's complexity shows up in the form of rule exceptions that you need to remember to apply in certain situations. But if you don't sweat mistakes too much, neither form of complexity will prevent you from having a good time with your friends this game session.