Habololy Forum

Astilan in 5th Edition => Rule Changes => Topic started by: Malchia on June 15, 2014, 11:09:16 AM

Title: New D&D
Post by: Malchia on June 15, 2014, 11:09:16 AM
Wizards announced dates for the new set.  The links below provide details.

http://www.amazon.com/gp/product/0786965606/ref=ox_sc_sfl_title_1?ie=UTF8&psc=1&smid=ATVPDKIKX0DER

http://www.amazon.com/gp/product/0786965614/ref=ox_sc_sfl_title_2?ie=UTF8&psc=1&smid=ATVPDKIKX0DER

http://www.amazon.com/gp/product/0786965622/ref=ox_sc_sfl_title_3?ie=UTF8&psc=1&smid=ATVPDKIKX0DER

 
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 05:12:25 PM
I want to note, that based on the rule sheet I have read online, switching to the new edition would require a significant forward jump in the time frame...which would mean the vast majority of current characters would not be able to be played.

That could change when the full version is released, but based on the 30 or so pages I read so far, that is the case.
Title: Re: New D&D
Post by: Terrorshard on July 10, 2014, 05:18:06 PM
Switching editions is a pain.  It is the same pain as cleaning out a hoarders attic.  It is a pain we don't want to go through.  But it is a pain we are better off for when it is all over.  A fresh set of rules, some fresh character designs and ideas, and some fresh content.  I'm all for it assuming it isn't terrible, which from what I have read, I don't think it is.
Title: Re: New D&D
Post by: whitesword on July 10, 2014, 05:33:41 PM
I don't have a lot of interest in learning a new set of rules but more importantly I don't have any interest in discarding all of the story lines I have worked on for the last ten years as both a player and DM.

If you consider all the work we have put to paper we have barely scratched the surface of using it in game play.
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 05:45:26 PM
Not advocating either stance here, just giving information:

We would have to prematurely end some stories, but not all as it would take one to two years to convert.  So we would have time to wrap of some things, perhaps 40-50%.

For those of you who like epic level adventures, a switch would decrease those, as we are now just getting in to some of them in the current campaigns.

It may seem early to address this, however, this sort of change would require years of preparation on my part, so the sooner I know, the better.
Title: Re: New D&D
Post by: Malchia on July 10, 2014, 08:33:17 PM
For what it's worth, I'm really enjoying the current stories and characters we're all using.  I don't know about you guys, but I really want to see my characters reach epic level.  In particular, I really want to see what happens with Malchia and the rest of the collective spellcasters. 

That being said, I'll play whatever the group agrees upon.  It's better to play any edition than not at all.
Title: Re: New D&D
Post by: Windblade on July 10, 2014, 09:37:02 PM
Switching doesn't mean you lose your character and their story.  Remember cloud Luigi and Russell are from second edition.
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 09:45:47 PM
Switching doesn't mean you lose your character and their story.  Remember cloud Luigi and Russell are from second edition.

Their story will exist in history.  There will be few characters that remain from another jump, although some might.  I guarantee no time travel.
Title: Re: New D&D
Post by: Windblade on July 10, 2014, 09:51:55 PM
That is true but you also mentioned since you don't want to do a time jump that we would keep are current character and stories so it sounds like the jump to 5th edition if we possibly are it would be in mechanics only
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 09:54:36 PM
A jump to 5th edition would have to be on where we keep the current story lines and characters.  Which would mean only a mechanics change.  Correct.
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 09:55:34 PM
Only one voter left...who is the slacker?
Title: Re: New D&D
Post by: whitesword on July 10, 2014, 10:05:16 PM
Switching doesn't mean you lose your character and their story.  Remember cloud Luigi and Russell are from second edition.
They are clearly the exception to the rule.

For me, to expand upon what I have above, first I feel like there are far too many story lines that need not only to come to a climax but deserve to be explored after the fact. Second, having created over a hundred NPC's with numerous unresolved story lines I'd like to see some of those played out as well.

If the new system is a distinct improvement we can buy in now and switch when we reach a more natural transition point.
Title: Re: New D&D
Post by: whitesword on July 10, 2014, 10:15:00 PM
Now I'm confused. Are we just talking about a mechanics change or a reboot?

If you guys, the rules evaluators, love the new rules I have no real objection to switching. Hopefully we wouldn't have to do a whole sale mechanics revamp of all the prestige classes.
Title: Re: New D&D
Post by: Terrorshard on July 10, 2014, 10:48:25 PM
Now I'm confused. Are we just talking about a mechanics change or a reboot?

If you guys, the rules evaluators, love the new rules I have no real objection to switching. Hopefully we wouldn't have to do a whole sale mechanics revamp of all the prestige classes.

Unfortunately we probably would and this would be the worst of the growing pains in my opinion.  The best I can say is I would be on point getting the prestige classes updated to the new rules and make sure they still had the same playstyle.
Title: Re: New D&D
Post by: Malchia on July 10, 2014, 11:18:58 PM
Has anyone pre-ordered the new books?
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 11:19:45 PM
I have pre ordered the books.
Title: Re: New D&D
Post by: Asinjin on July 10, 2014, 11:24:50 PM
Depending on the scale of the changes made would determine whether we would need a reboot to the future or not.

Small scale mechanical changes (such as from 3.0 to 3.5) would not require a future jump just some retooling.

Any larger changes would require the same sort of thing that occurred from 2nd to 3rd edition.

Which of those methods would be needed based on the changes will be clear once the PHB comes out.  What has been released so far is the four basic classes.  Of those four, wizard is the most problematic.  The 5th edition wizard gets both prepared and spontaneous spells, which seems to indicate there will not be a sorcerer class, but we will have to wait and see.  That is the type of thing that would break our current setting and would require a re-boot.

Nothing in the races, skills, or spells rises to that level from what I have read; nor anything from the other basic classes.

Key other parts I am waiting to see are: which other classes are basic and what is the role of prestige classes.
Title: Re: New D&D
Post by: Terrorshard on July 11, 2014, 12:23:03 AM
Has anyone pre-ordered the new books?

I have preordered them all
Title: Re: New D&D
Post by: Hero on July 11, 2014, 07:20:32 AM
So based on the above conversation, I need to qualify my vote. I am for the switch as long as the new rules are a significant improvement and it does not require a campaign reboot.
Title: Re: New D&D
Post by: Asinjin on July 11, 2014, 08:13:23 AM
Still waiting on that one last vote, I assume it is Master Po, but the majority appears clear:  We will only switch if the rules are a significant improvement that does not require a jump ahead/reboot.

That said, we will await a review of the PHB to decide.  Thank you all for responding, and Master Po, feel free to chime in as well.
Title: Re: New D&D
Post by: master po on July 11, 2014, 02:48:17 PM
Sorry for the delay.  I don't have many active characters now but the ones I do have I reaaly like.  Not sure what would happen to them but would hate to have to start over completely.  I barely know the rules we have.
Title: Re: New D&D
Post by: Terrorshard on July 11, 2014, 03:50:25 PM
Here is a somewhat short summary of 5e if anyone is interested and hasn't been paying attention.

CHARACTER CREATION

- It is a traditional class-based system, with the important addition of subclasses (exact name varies for each class) as a tool to create significantly different characters of the same class. Your class determines your general features and a large number of benefits at different levels. A subclass is something you choose at a level between 1st and 3rd (depends on the class) and determines a series of specific features/benefits at various levels later on. All classes have no "dead levels": if you don't get a class benefit or subclass benefit at a certain level, then you get the choice of either an ability score boost or a feat.

- The second-most important character choice is your background. This is the main delivery method for skills proficiencies. Essentially, by encapsulating most of your PC's skills, backgrounds make your (overall) skill choices indipendent from class.

- Races follow the tradition of one-time packages of bonuses, but many of them need to also choose a subrace.

- Proficiencies follow a new unified approach that covers weapons, armors, skills, tools, languages and saving throws using the same rules. You are either proficient in something or not. If you are proficient, you apply your proficiency bonus to all applicable rolls (armor and languages don't require roll, and work differently). The key point is that the proficiency bonus is always the same for all your proficiencies, and depends only on your total character level but does not depend on your class.

- Alignment has largely no mechanical consequences.

- Feats are as large as 2-3 feats of previous editions, but otherwise are still simple additions to represent any kind of extra character feature. Feats can be used to control the complexity of your PC, since some of them grant one simple passive but large benefit, while others may grant multiple benefits, situational benefits, proactive abilities and even a complete subsystem (e.g. fighting maneuvers). Furthermore, you are never required to take feats, and can take ability score bumps instead. This new feats system is mostly motivated by the purpose of allowing simple and complex PC coexist at the same table, leaving the choice to each player, but being balanced against each other.

- Multiclassing largely follows the 3e level-based mechanic, but the major difference is that spellcasting classes get their spell slots "merged", i.e. a multiclass spellcaster uses the same spells per day table (there is only one table for all full spellcasting classes anyway) and can use it to cast spells from either class.


PLAYING THE GAME

- Bounded Accuracy is the general concept of keeping number inflation limited, when it comes to bonuses to d20 rolls (including attack rolls, saving throws, skill checks etc.). The difference between two characters (or between the same character at 1st and 20th level) in terms of those bonuses is much lower than in the previous 2 editions of the game. Reducing the differences was done mainly to increase the level range at which the same monsters or challenges can be used, and to reduce situations where the difference between the best and worst characters means a challenge is insta-win for some and insta-lose for others.

- There is a turn-based system of exploration rules, so that during dungeon/wilderness explorations you can assign tasks to each PC, and put all checks into a time frame.

- There is a system of interaction rules based on defining character attitudes/motivations/etc. to handle conversations with NPC without putting too much stakes on single dice rolls.

- Advantage/disadvantage is the common rule for handling favorable/unfavorable situation, and it means "roll twice and take the best/worst". Bonuses to rolls are much less common than in previous editions, to largely reduce the number of calculations needed during the game.


COMBAT

- Very light action economy. One action and one move. Everything significant (attack, spell, using an item) takes your action, minor things are free (e.g. changing weapons).

- Movement in combat is very loose. Essentially you are free to split your max moved distance the way you want. There are still "opportunity attacks" but limited only to prevent running away from or past the enemies with impunity. There are no penalties for casting spells or using ranged weapons in melee.


MAGIC

- Spellcasting rules are not vancian anymore. Casters normally have a chart of daily slots based on spells level, but instead prepare spells indipendently on that chart. You simply prepare a total number of spells (depending on your class level) of any level you can cast. You choose which one to cast on the fly, and it will "use up" an appropriate daily slot.

- Cantrips are at-will. Some spells can be cast as Rituals which also means at-will but take a longer time to cast (hence, not in combat).

- Everyone can cast spells in armor, but only if you are proficient with such armor (no difference between arcane and divine casters here).

- A lot of buffing spells require concentration which doesn't prevent any other action, but simply means that casting another spell also requiring concetration will make the previous spell ends. This is to largely prevent stacking buffs.

- On the other hand, all spells effects and magic items effects stack (except presumably with themselves).

- There is no assumption on the equipment value a character should have at any level. Hence magic items are not assumed, and could in theory be freely decided by each gaming group.

- Polymorph, wildshape and similar spells generally work by completely superseding the target's stats, and disappear after a certain amount of damage is taken (in a sense working like temporary hit points).

Title: Re: New D&D
Post by: Asinjin on July 11, 2014, 04:24:41 PM
Some of my thoughts in red:

CHARACTER CREATION

- It is a traditional class-based system, with the important addition of subclasses (exact name varies for each class) as a tool to create significantly different characters of the same class. Your class determines your general features and a large number of benefits at different levels. A subclass is something you choose at a level between 1st and 3rd (depends on the class) and determines a series of specific features/benefits at various levels later on. All classes have no "dead levels": if you don't get a class benefit or subclass benefit at a certain level, then you get the choice of either an ability score boost or a feat.

- The second-most important character choice is your background. This is the main delivery method for skills proficiencies. Essentially, by encapsulating most of your PC's skills, backgrounds make your (overall) skill choices independent from class.  This is fine, but would probably require a ton of work

- Races follow the tradition of one-time packages of bonuses, but many of them need to also choose a subrace.

- Proficiencies follow a new unified approach that covers weapons, armors, skills, tools, languages and saving throws using the same rules. You are either proficient in something or not. If you are proficient, you apply your proficiency bonus to all applicable rolls (armor and languages don't require roll, and work differently). The key point is that the proficiency bonus is always the same for all your proficiencies, and depends only on your total character level but does not depend on your class.

- Alignment has largely no mechanical consequences.

- Feats are as large as 2-3 feats of previous editions, but otherwise are still simple additions to represent any kind of extra character feature. Feats can be used to control the complexity of your PC, since some of them grant one simple passive but large benefit, while others may grant multiple benefits, situational benefits, proactive abilities and even a complete subsystem (e.g. fighting maneuvers). Furthermore, you are never required to take feats, and can take ability score bumps instead. This new feats system is mostly motivated by the purpose of allowing simple and complex PC coexist at the same table, leaving the choice to each player, but being balanced against each other.

- Multiclassing largely follows the 3e level-based mechanic, but the major difference is that spellcasting classes get their spell slots "merged", i.e. a multiclass spellcaster uses the same spells per day table (there is only one table for all full spellcasting classes anyway) and can use it to cast spells from either class.  This is good and leads me to believe it can be changed without much issue for us


PLAYING THE GAME

- Bounded Accuracy is the general concept of keeping number inflation limited, when it comes to bonuses to d20 rolls (including attack rolls, saving throws, skill checks etc.). The difference between two characters (or between the same character at 1st and 20th level) in terms of those bonuses is much lower than in the previous 2 editions of the game. Reducing the differences was done mainly to increase the level range at which the same monsters or challenges can be used, and to reduce situations where the difference between the best and worst characters means a challenge is insta-win for some and insta-lose for others.

- There is a turn-based system of exploration rules, so that during dungeon/wilderness explorations you can assign tasks to each PC, and put all checks into a time frame.

- There is a system of interaction rules based on defining character attitudes/motivations/etc. to handle conversations with NPC without putting too much stakes on single dice rolls.

- Advantage/disadvantage is the common rule for handling favorable/unfavorable situation, and it means "roll twice and take the best/worst". Bonuses to rolls are much less common than in previous editions, to largely reduce the number of calculations needed during the game.


COMBAT

- Very light action economy. One action and one move. Everything significant (attack, spell, using an item) takes your action, minor things are free (e.g. changing weapons).

- Movement in combat is very loose. Essentially you are free to split your max moved distance the way you want. There are still "opportunity attacks" but limited only to prevent running away from or past the enemies with impunity. There are no penalties for casting spells or using ranged weapons in melee.


MAGIC

- Spellcasting rules are not vancian anymore. Casters normally have a chart of daily slots based on spells level, but instead prepare spells indipendently on that chart. You simply prepare a total number of spells (depending on your class level) of any level you can cast. You choose which one to cast on the fly, and it will "use up" an appropriate daily slot. This is almost a deal-breaker, getting rid of vancian system is a drastic change

- Cantrips are at-will. Some spells can be cast as Rituals which also means at-will but take a longer time to cast (hence, not in combat).

- Everyone can cast spells in armor, but only if you are proficient with such armor (no difference between arcane and divine casters here).

- A lot of buffing spells require concentration which doesn't prevent any other action, but simply means that casting another spell also requiring concetration will make the previous spell ends. This is to largely prevent stacking buffs.

- On the other hand, all spells effects and magic items effects stack (except presumably with themselves).

- There is no assumption on the equipment value a character should have at any level. Hence magic items are not assumed, and could in theory be freely decided by each gaming group.  This is how I run the game anyway

- Polymorph, wildshape and similar spells generally work by completely superseding the target's stats, and disappear after a certain amount of damage is taken (in a sense working like temporary hit points).  I like this and maybe we incorporate similar rules regardless of whether we switch
Title: Re: New D&D
Post by: Asinjin on July 11, 2014, 07:21:09 PM
I would like to commend everyone on the speed with which we completed that poll....5xp to a character of your choice.
Title: Re: New D&D
Post by: Asinjin on July 18, 2014, 08:55:10 PM
A note that again in this edition, gnomes are not a basic race....but tieflings and dragonborn are.

Title: Re: New D&D
Post by: Asinjin on July 18, 2014, 09:08:24 PM
It appears as if there are now six saving throws, one for each ability score.
Title: Re: New D&D
Post by: Asinjin on July 28, 2014, 07:02:22 PM
Here is the official list of classes in the new edition:

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Ranger, Paladin, Warlock, Sorcerer, Wizard, Rogue

Here is the article: http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140728

In addition, here is the bard from the new PHB: http://www.d20monkey.com/2014/07/28/the-bard/
Title: Re: New D&D
Post by: Asinjin on July 28, 2014, 07:06:32 PM
Additionally, they have release the complete list of races in the PHB:

Dwarf, Tiefling, Elf, Halfling, Human, Dragonborn, Gnome, Half-Orc, Half-Elf

Title: Re: New D&D
Post by: Malchia on July 28, 2014, 07:54:21 PM
Here is the official list of classes in the new edition:

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Ranger, Paladin, Warlock, Sorcerer, Wizard, Rogue

Here is the article: http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140728

In addition, here is the bard from the new PHB: http://www.d20monkey.com/2014/07/28/the-bard/
I thought there weren't supposed to be any "dead" levels?  7th and 11th levels are empty, but overall a nice improvement.  I'm glad to see that Bards now have access to 9th level spells. 
Title: Re: New D&D
Post by: Asinjin on August 01, 2014, 10:04:20 AM
Here is a link ot a list of the new spells:

http://harbinger-of-doom.blogspot.com/2014/07/d-basic-spells.html
Title: Re: New D&D
Post by: Asinjin on August 06, 2014, 07:42:19 PM
Explaining multiclassing takes up two pages in the PHB, it is a bit complicated to summarize. There are ability score prerequisites, you only gain some of the proficiencies of the new class, your spell slots are based on total character level (spellcasting classes only), spells known and prepared are based on individual caster level, certain class features do not stack or have special rules (Extra Attack, Channel Divinity, Unarmored Defense).
Title: Re: New D&D
Post by: Asinjin on August 08, 2014, 03:41:21 PM
There are 9 alignments again (4th edition had trimmed it down).
Title: Re: New D&D
Post by: Asinjin on August 09, 2014, 02:32:09 PM
The skills work like a combination of 2nd and 3rd edition rules (the concept of non-weapon proficiency exists again.)
Title: Re: New D&D
Post by: Asinjin on August 09, 2014, 02:32:39 PM
The cosmology is more like 3rd edition, with elements of 4th added in, such as the Feywild.
Title: Re: New D&D
Post by: Asinjin on August 09, 2014, 02:33:40 PM
Forgotten Realm, Greyhawk, Eberron, and Dragonlance are all mentioned in the PHB.
Title: Re: New D&D
Post by: Asinjin on August 09, 2014, 02:47:12 PM
Also have a complete list of spells, but I can't easily post them.

A couple of notes:

- the summon each level spells appear to be gone...replaced by more specific spells such as Conjure Animals
- Enlarge / Reduce is one spell again (as it was in 2nd edition)
- Healing spell are Evocation (at least some are, unless its a typo)
Title: Re: New D&D
Post by: Asinjin on August 11, 2014, 09:50:51 PM
There are 9 alignments again (4th edition had trimmed it down).

There is also and unaligned alignment (it may only be for non-intelligent creatures who were in previous editions neutral)
Title: Re: New D&D
Post by: Asinjin on August 12, 2014, 07:42:31 PM
The skills work like a combination of 2nd and 3rd edition rules (the concept of non-weapon proficiency exists again.)

There appear to be only 18 skills.  I see no mention of skill points.  You get certain skills and apply your class/ability/background bonuses.
Title: Re: New D&D
Post by: Asinjin on August 12, 2014, 07:45:39 PM
A long rest (8 hour sleep) gives a character all hit points back.

In addition, every character can get up to their level in hit dice hit points back per day in a short rest (1 hour).

hmmm....
Title: Re: New D&D
Post by: Asinjin on August 12, 2014, 07:53:11 PM
Grappling:

You can't grapple a creature more than one size category bigger than you.

There is no role to hit, only an opposed roll.
Title: Re: New D&D
Post by: Asinjin on August 12, 2014, 07:55:45 PM
Check out the 100+ page booklet here:

http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2.pdf

It has elements of all three base books.
Title: Re: New D&D
Post by: Asinjin on August 12, 2014, 08:00:33 PM
Going up in level, classes do not get feats.  They get ability score improvements, which they can forgo and take a feat instead.

Title: Re: New D&D
Post by: whitesword on August 12, 2014, 09:39:53 PM
Grappling:

You can't grapple a creature more than one size category bigger than you.

There is no role to hit, only an opposed roll.

They managed to make grappling worse. Bravo.
Title: Re: New D&D
Post by: whitesword on August 12, 2014, 09:41:17 PM
A long rest (8 hour sleep) gives a character all hit points back.

In addition, every character can get up to their level in hit dice hit points back per day in a short rest (1 hour).

hmmm....

Thumbs down on both counts.
Title: Re: New D&D
Post by: Windblade on August 13, 2014, 01:32:43 AM
I actually like the grappling changes that DM posted.  I will have to read the book further to see if there are any other changes they made to grappling that i dislike
Title: Re: New D&D
Post by: Asinjin on August 13, 2014, 09:18:51 AM
They managed to make grappling worse. Bravo.

From what I understand, it is much harder to get a higher bonus in anything, so it would be more difficult to dominate a grapple.  Also, I assume there is still an AoO to negate a grapple check if the attacker does not have Improved Grapple.  Then again, there are so few feats that may not be the case.
Title: Re: New D&D
Post by: Asinjin on August 14, 2014, 02:42:50 PM
The DMG will have options to add more complexity to the game.
Title: Re: New D&D
Post by: Asinjin on August 14, 2014, 02:45:01 PM
There are currently no prestige classes and they are not expected, although they made decide to add them into the game.

This would be a significant problem.
Title: Re: New D&D
Post by: whitesword on August 14, 2014, 03:25:12 PM
There are currently no prestige classes and they are not expected, although they made decide to add them into the game.

This would be a significant problem.

The strikes keep coming
Title: Re: New D&D
Post by: Valdis on August 14, 2014, 05:07:14 PM
The strikes keep coming

Strikes?? More like claymores
Title: Re: New D&D
Post by: Malchia on August 14, 2014, 07:48:06 PM
I was under the impression that prestige classes were sort of mixed in with the base classes.  More like picking a base structure and then building upon it with customized feats, ability points, and alternate paths with specialized focus in certain things.  Kind of like kits in second edition.  If it's done right, it may not be that bad.  I guess we'll just have to wait until we get our hands on it next week to see all the details.  Asinjin's one-off adventure idea is the best bet to play test it.  That should be interesting.   
Title: Re: New D&D
Post by: Asinjin on August 15, 2014, 09:45:46 AM
The describe prestige classes being incorporated that way potentially, and for a few it may work that way; however, for most it would fall short of being able to accomplish what is accomplished with a prestige class.

The class features function the same way we use the three types of monks or the sorcerer bloodlines.

There doesn't appear to be prohibition that would prevent use from just incorporating the prestige classes as additionally classes to multicast into; or as Terrorshard suggested to me, creating feat paths that correspond to a prestige class.  Feats are generally more involved then in 3rd, meaning that one feat does more than just give a +1 to something.
Title: Re: New D&D
Post by: Asinjin on August 17, 2014, 02:40:11 PM
I just got an email saying my PHB has shipped.... ;D
Title: Re: New D&D
Post by: Windblade on August 18, 2014, 09:05:01 AM
It seems like they have a mechanic to add prestige classes and that is all we need.  It isn't like we are going to use their prestige classes anyway. 
Title: Re: New D&D
Post by: Asinjin on August 24, 2014, 05:46:42 PM
Ability scores cap at 30.
Title: Re: New D&D
Post by: Malchia on August 24, 2014, 06:18:39 PM
Ability scores cap at 30.
The way I read it was that they cap off at 18 for "normal" people, 20 for adventurers and 30 for monsters and divine beings.  Page 173.  That makes it easier to reach your peak, but sucks a little of the fun out of evolving an ability to a higher level.

BTW, did anyone see where spell level has any impact on saves?  The only relevance I can find for spell level is if someone has some sort of protection up that shields from certain spell levels such as globe of invulnerability.  Otherwise, it doesn't seem to matter.  I only see spell DC as 8 + proficiency + modifier.  If you can only max your stats as high as 20 (+5), then the way I interpret the new rules is that you couldn't have a DC greater than 19 (8+ max proficiency 6 + max ability modifier 5).  There's something the fighter can take that allows STR to get as high as 24 (+7), but that's about it unless you're a god.  It doesn't seem to matter whether you cast a cantrip or a 9th level spell. 

From what I can see, there's no spell resistance either.

There's also some lax descriptions on some of the spells.  For instance, Disintegrate describes what happens to a target on a failed save, but not on a successful save.   

And another thing...have you noticed that Magic Missile no longer hits unerringly?  It doesn't specifically say it doesn't, but nor does it say anywhere in the description that it does.  Not cool.   
Title: Re: New D&D
Post by: Windblade on August 24, 2014, 09:44:23 PM
I like the ability cap at 30.  That was one of the main ways to "break" 3.5.  We had to tweek so many abilities and feats so they didn't get over powered at high ability scores.
Title: Re: New D&D
Post by: Asinjin on August 24, 2014, 11:01:55 PM
The way I read it was that they cap off at 18 for "normal" people, 20 for adventurers and 30 for monsters and divine beings.  Page 173.  That makes it easier to reach your peak, but sucks a little of the fun out of evolving an ability to a higher level.

I think having a cap is pointless, since there is no way to even get to 30.  From what I see, spells don't generally give you increased ability scores, but rather advantage for the ability scores' checks.

I don't like that you can't go above 20 and yet get bunches of ability points to add.  I think that will lead to characters that have above average in every ability score., not very good and bad ones.

Title: Re: New D&D
Post by: Asinjin on August 24, 2014, 11:03:50 PM
BTW, did anyone see where spell level has any impact on saves?  The only relevance I can find for spell level is if someone has some sort of protection up that shields from certain spell levels such as globe of invulnerability.  Otherwise, it doesn't seem to matter.  I only see spell DC as 8 + proficiency + modifier.  If you can only max your stats as high as 20 (+5), then the way I interpret the new rules is that you couldn't have a DC greater than 19 (8+ max proficiency 6 + max ability modifier 5).  There's something the fighter can take that allows STR to get as high as 24 (+7), but that's about it unless you're a god.  It doesn't seem to matter whether you cast a cantrip or a 9th level spell. 

I don't see that spell level has any impact on saves.

In addition, the concept of caster level is gone.  A spell's duration and range are set.  The exception is dispelling.
Title: Re: New D&D
Post by: Asinjin on August 24, 2014, 11:05:46 PM
From what I can see, there's no spell resistance either.

I could not find it either, I find that to be an issue for conversion, although not a inherent problem with mechanics.

Additionally, there is no longer arcane spell failure for armor.  If a wizard is proficient in armor, he can cast spells in it.  I would house rule armor arcane spell failure back into existence.
Title: Re: New D&D
Post by: Asinjin on August 24, 2014, 11:08:29 PM
There's also some lax descriptions on some of the spells.  For instance, Disintegrate describes what happens to a target on a failed save, but not on a successful save.   

And another thing...have you noticed that Magic Missile no longer hits unerringly?  It doesn't specifically say it doesn't, but nor does it say anywhere in the description that it does.  Not cool.

I assume it is implicit that successful save means no damage.

For magic missile, it says "Each dart hits a creature of your choice that you can see within range."  I think that means it auto hits, although it is less explicit than in the past.
Title: Re: New D&D
Post by: Asinjin on August 24, 2014, 11:09:42 PM
From what I read, there is no way to gain proficiencies / skills other than taking on another class.  There is also no way I find to learn another language.
Title: Re: New D&D
Post by: whitesword on August 25, 2014, 09:39:35 AM
I was going to post individual replies to the last several posts but one will do:

Sounds terrible.
Title: Re: New D&D
Post by: Asinjin on August 25, 2014, 10:22:20 AM
To be fair, since I have been posting only issues, let me list a number of the good things:

- The bard class is good on its own
- The new magic system is neat and if starting from scratch is a more sensible than the current one
- Freedom of Movement is clarified
- The bounded system of advantages and limited bonuses is a great concept and will allow for easier high level adventures
- Combat is smoother...meaning its faster
- Rage is clear
- Saving throw system is straightforward and the best I've seen in an edition
Title: Re: New D&D
Post by: Asinjin on August 25, 2014, 10:23:06 AM
Another thing I came across that I would immediately house rule: there is no xp or ability penalty for being brought back from the dead
Title: Re: New D&D
Post by: Asinjin on August 25, 2014, 10:23:32 AM
I have yet to find anything that causes a character to lose experience.
Title: Re: New D&D
Post by: Asinjin on August 25, 2014, 10:24:34 AM
I see no mention of ECL or an equivalent mechanic, but I am certain that will come at some point....otherwise you couldn't play weird races.
Title: Re: New D&D
Post by: Asinjin on August 25, 2014, 10:25:17 AM
I found another type of skill / proficiency called tool.  So that increases the skill / proficiency variety a bit.
Title: Re: New D&D
Post by: Malchia on August 25, 2014, 01:38:13 PM
Another thing I came across that I would immediately house rule: there is no xp or ability penalty for being brought back from the dead
There doesn't appear to be an XP cost for anything which I'm a big fan of.  Also, they clearly defined Wish as having no negative impact when using it to cast any 8th level spell.  Only when trying to acheive greater results do you take necrotic damage.  Ability and level drain always bothered me.  I'm glad they've been removed from the game.
Title: Re: New D&D
Post by: Asinjin on August 25, 2014, 02:03:19 PM
I do like the Wish clarity.

For bringing back from the dead, I think I would go back to the 2nd edition concept where you had a number of times you could be brought back.  Then, it was attached to Con, but I am not sure how I would handle that now.

I think perhaps tying the power of the Stalker of the Dead to how many times his target has returned.
Title: Re: New D&D
Post by: whitesword on August 25, 2014, 03:40:31 PM
There doesn't appear to be an XP cost for anything which I'm a big fan of.  Also, they clearly defined Wish as having no negative impact when using it to cast any 8th level spell.  Only when trying to acheive greater results do you take necrotic damage.  Ability and level drain always bothered me.  I'm glad they've been removed from the game.

Energy drain has always been hard to adjudicate and they really watered it down in 3/3.5. Vampires et al used to be really terrifying because of the potential loss.

Ability drain has always been easier and I think makes sense. I'm surprised they'd get rid of both and makes me think they're just dumbing a number of things down.

I don't like the no XP cost change either.
Title: Re: New D&D
Post by: Malchia on August 25, 2014, 03:47:06 PM
Energy drain has always been hard to adjudicate and they really watered it down in 3/3.5. Vampires et al used to be really terrifying because of the potential loss.

Ability drain has always been easier and I think makes sense. I'm surprised they'd get rid of both and makes me think they're just dumbing a number of things down.

I don't like the no XP cost change either.
Maybe they removed the XP cost of certain things because they increased the amount of XP required to level up.  It's roughly double the XP to get to 20th in 5th edition.  Just a thought.
Title: Re: New D&D
Post by: Malchia on September 10, 2014, 04:15:37 PM
Will you be creating a Habololian version of the 5th edition character sheet?
Title: Re: New D&D
Post by: Asinjin on September 10, 2014, 04:40:18 PM
Has anyone pre-ordered the new books?

Only the Monster Manuel.
Title: Re: New D&D
Post by: Asinjin on September 17, 2014, 10:27:47 PM
Wizards announced the next book after the DMG (which got pushed back to December).  The Adventurer's Handbook is due out in March.  Unfortunately, it is a companion product to another massive adventure, Elemental Somethings.  So while it will have more rules in it, they are mostly going to be specific to the companion adventure.

The March date and the adventure focus confirm what I have read about this edition.  Fewer product releases and focus on adventures.
Title: Re: New D&D
Post by: Valdis on September 18, 2014, 09:25:39 AM
Will you be creating a Habololian version of the 5th edition character sheet?

I am tinkering with it to see what i can come up with
Title: Re: New D&D
Post by: Asinjin on September 18, 2014, 10:05:45 AM
It is on my to do list, but if Valdis wants to take that on, I'm fine with that.
Title: Re: New D&D
Post by: Asinjin on September 30, 2014, 08:24:20 PM
The 2nd adventure has been pushed back two weeks for release, that's on the heals of the DMG being delayed two weeks.

On the bright side, I got the MM today.
Title: Re: New D&D
Post by: Asinjin on October 26, 2014, 11:24:37 PM
Table of Contents for the DMG was released.  They actually released it, and then released an updated one a day later.  The table of contents is notably different from one to the other, guess they are still working hard to get it in order.

There are 22 pages of optional rules, but the table does not list specifically what they are.

Title: Re: New D&D
Post by: Asinjin on November 01, 2014, 09:37:37 AM
The DNG has some new domains and class paths, which are primarily for NPCs.
Title: Re: New D&D
Post by: Asinjin on November 04, 2014, 10:45:20 AM
They have answered a few more questions about what they did and what is coming for 5th edition:

- the books were given a staggered release so that the same designers could work on all three books.  They acknowledge the annoyance for people that want to get started, but feel the consistency it would provide outweighed that.

- they will not be releasing a book a month, maybe fewer than 1 every other.

- books will all be campaign related.  The example given was a psionics book would be a companion book for a mind flayer campaign

- because of that, it is likely that we will see planescape, spelljammer, eberron, and the other settings come back

-
Title: Re: New D&D
Post by: Asinjin on November 17, 2014, 09:06:50 PM
Some notes from the DMG:

 - Aasimar as a race choice

 - Spell point casting option to replace spell slots per day

 - No sub-classes or sub-races

 - There are a number of rules for time spent not adventuring

 - There are a number of optional combat rules (flanking, facing, hitting cover, disarm,  overrun, lingering wounds, and massive damage) Note: I am happy that all of these are in there, and indications are they resemble the 3rd edition rules.

 - There are magic item creation rules

Lots of good stuff here.
Title: Re: New D&D
Post by: Asinjin on November 18, 2014, 03:27:34 PM
The DMG mentions: Fogotten Realms, Birthright, Eberron, Greyhawk, Dark Sun, and Dragonlance.
Title: Re: New D&D
Post by: Valdis on November 18, 2014, 03:31:35 PM
The DMG mentions: Fogotten Realms, Birthright, Eberron, Greyhawk, Dark Sun, and Dragonlance.

It's good to know that if we zip into the future, the remains/descendants of some of our characters can be found...
Title: Re: New D&D
Post by: Asinjin on November 18, 2014, 03:44:25 PM
Ravenloft and the fear and horror tables referenced.
Title: Re: New D&D
Post by: Asinjin on November 26, 2014, 12:12:28 PM
DMG adds in initiative modifiers for spellcasting and weapon type as well as creature size.
Title: Re: New D&D
Post by: Asinjin on December 13, 2014, 11:34:47 AM
There are rules for designing new spells and creating new magic items.
Title: Re: New D&D
Post by: Asinjin on December 13, 2014, 11:35:46 AM
The concept of a magic item having to be attuned to the user is in the book.  I think I will use this, although for the playtest I doubt it will be relevant.
Title: Re: New D&D
Post by: Asinjin on January 03, 2015, 02:34:31 PM
They have announced that they plan to do a total of 4 books a year, two of which will be campaign specific (the first was the dragon campaign, the 2nd is an elemental campaign).

The other two will be companion books to each adventure book, so the first one can be expected to have lots of elemental rules.
Title: Re: New D&D
Post by: Asinjin on January 11, 2015, 12:57:37 PM
Here is wizards' handy rules website:

http://dnd.wizards.com/products/tabletop/players-basic-rules
Title: Re: New D&D
Post by: Asinjin on January 22, 2015, 02:08:54 PM
Wizards has removed the companion handbook from their upcoming adventure book based on the elements.  The bad news is, that means there is only one book coming out.  THe good news is that they are going to post new rules that would have gone into the companion book for free on the website.

Speculation is that they couldn't get enough good stuff to fit into two books.
Title: Re: New D&D
Post by: Malchia on April 04, 2015, 01:57:19 PM
New elemental spells and a new race.  4/7/15 release date.

http://www.amazon.com/gp/product/0786965789/ref=s9_newr_gw_d47_g14_i5?pf_rd_m=ATVPDKIKX0DER&pf_rd_s=desktop-1&pf_rd_r=086A9FFWGSQEW3XD4D3N&pf_rd_t=36701&pf_rd_p=1970559082&pf_rd_i=desktop
Title: Re: New D&D
Post by: Asinjin on April 04, 2015, 03:10:15 PM
New elemental spells and a new race.  4/7/15 release date.

http://www.amazon.com/gp/product/0786965789/ref=s9_newr_gw_d47_g14_i5?pf_rd_m=ATVPDKIKX0DER&pf_rd_s=desktop-1&pf_rd_r=086A9FFWGSQEW3XD4D3N&pf_rd_t=36701&pf_rd_p=1970559082&pf_rd_i=desktop

Unfortunately, I am not going to purchase the whole book for that small amount of usable material.  The same is true of both of the previous Tiamat books they released.

They don't have any other books scheduled for release after this one.
Title: Re: New D&D
Post by: Malchia on April 04, 2015, 04:00:57 PM
Unfortunately, I am not going to purchase the whole book for that small amount of usable material.  The same is true of both of the previous Tiamat books they released.

They don't have any other books scheduled for release after this one.
I wasn't suggesting anyone purchase it.  Until they finish publishing all their supplements, there's no point.  Hopefully they'll put out a compendium sometime in the future.
Title: Re: New D&D
Post by: Malchia on April 04, 2015, 04:17:17 PM
I wasn't suggesting anyone purchase it.  Until they finish publishing all their supplements, there's no point.  Hopefully they'll put out a compendium sometime in the future.
Here's a .pdf with all the new player material.

http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf
Title: Re: New D&D
Post by: Asinjin on April 04, 2015, 07:05:58 PM
That's nice.  Did they do one of those for each of the other books?
Title: Re: New D&D
Post by: Asinjin on April 04, 2015, 07:08:30 PM
There are a number of classic spells in there.
Title: Re: New D&D
Post by: Malchia on April 04, 2015, 11:09:26 PM
That's nice.  Did they do one of those for each of the other books?
As a matter of fact, yes.  Enjoy.

http://media.wizards.com/2014/downloads/dnd/MagicItemsRarity_printerfriendly.pdf

http://media.wizards.com/2014/downloads/dnd/HoardDragonQueen_Supplement_v0.3.pdf

http://media.wizards.com/2014/downloads/dnd/MM_MonstersCR.pdf

http://media.wizards.com/2014/downloads/dnd/RiseTiamatSupplementv0.2_Printer.pdf

http://dnd.wizards.com/sites/default/files/media/LoCS_Stats_Next.pdf

http://dnd.wizards.com/sites/default/files/media/MinBG_Statistics.pdf
Title: Re: New D&D
Post by: Asinjin on May 12, 2015, 05:52:14 PM
They have announced the next release for 5th edition.  It is a collaboration between WotC and Green Ronin.  It will involve Demons, Drow, and the Underdark and include Drizzt.

They have confirmed that will be the only other book this year.
Title: Re: New D&D
Post by: Malchia on May 12, 2015, 07:53:43 PM
Is 5th edition not doing as well as they hoped?
Title: Re: New D&D
Post by: Asinjin on May 14, 2015, 04:01:13 PM
All the number I have seen suggest it is doing very well, however the delay on numbers is significant, as they are collected quarterly and take some time to be released.  I don't think I have seen 1st quarter 2015 numbers yet.

One of the methods of measuring it, oddly, is Roll20 use.  I believe that last results showed Pathfinder and 5th edition neck in neck in use on that site.
Title: Re: New D&D
Post by: Asinjin on July 09, 2015, 02:08:00 PM
Based on the latest numbers, 5e is the most played edition using online platforms.  However, if you combine 3ed and pathfinder, they are played more than 5th ed.
Title: Re: New D&D
Post by: Asinjin on July 09, 2015, 02:28:03 PM
They added psionic rules (a part 1 of them) on the wizards' website.  What I see so far I like.

Take a look:

http://dnd.wizards.com/articles/features/awakened-mystic
Title: Re: New D&D
Post by: Asinjin on July 26, 2015, 01:05:53 PM
It is interesting that all of the campaign adventures so far have been co-produced with WotC and another existing RPG company (Green Ronin, Kolbald Press).  It seems WotC doesn't have much interest in doing these on their own.
Title: Re: New D&D
Post by: Asinjin on July 26, 2015, 01:09:01 PM
They have announced a new book due out in November.  It is basically a forgotten realm sourcebook called Sword Coast.
Title: Re: New D&D
Post by: Asinjin on January 17, 2016, 01:20:55 PM
Ravenloft is officially scheduled for release in March.
Title: Re: New D&D
Post by: Asinjin on January 26, 2016, 12:42:59 PM
Check this new site out that has lots of 3rd party and homebrew stuff:

http://www.dmsguild.com/

There could be a bunch of usable stuff here.
Title: Re: New D&D
Post by: Asinjin on February 02, 2016, 10:18:10 PM
http://dnd.wizards.com/articles/features/psionics-and-mystic-%E2%80%93-take-two

Psionics to 10th level now.
Title: Re: New D&D
Post by: Asinjin on February 26, 2016, 08:44:09 AM
If you have any thoughts of potential rules changes or simply want to discuss things that we did or did not like about the 2nd playtest, here is the place to post.
Title: Re: New D&D
Post by: Malchia on February 26, 2016, 07:18:43 PM
If you have any thoughts of potential rules changes or simply want to discuss things that we did or did not like about the 2nd playtest, here is the place to post.
Pros
Having played two spellcasters, I have to say that I really enjoyed the new cantrip rules.  Very useful and I like that there's ways for non-spellcasters to take them through feats and class abilities.

I like proficiency bonuses and some of the perks that come with them such as spellcasters being able to hit with ranged attacks using their primary spellcasting ability.

I like being able to add damage based on skill and not just raw strength.  Example being that you can add your Dex modifier to damage with finesse weapons.  Makes sense and adds a new level of threat to Rogues and archers.

Cons
On the downside, I felt as if there's very little reward to playing through the ranks.  The level per week tactic was very helpful in identifying the shortcomings of arcane level gain. 

I also don't like the concentration rules.  Very limiting.

Another con would be the limited spell slots of casters and watering down of some old favorites like Dispel Magic and Fly.  We haven't played enough to get a full understanding of these issues, but I definitely felt like some of the higher level spells aren't as good as the low level ones.  I intentionally chose spells that 1) I've never played before or 2) were fundamentally altered like Dispel Magic for example.  Seeing as high level slots come at a premium, it makes it tough to choose.  I feel you're better off choosing low level spells and casting them at higher slots when need be since you get more out of it.  There's no penalty on spell save or anything like that to cast a 1st level spell compared to a 9th.  DC is always 8 + proficiency bonus + primary casting modifier.   
Title: Re: New D&D
Post by: Asinjin on June 15, 2016, 08:23:29 PM
They have finally added some new feats....9 of them
Title: Re: New D&D
Post by: Asinjin on November 01, 2016, 01:11:05 PM
New books by non-wizards authors are listed on amazon.  Both from respected designers.  Finally.
Title: Re: New D&D
Post by: Malchia on November 03, 2016, 02:55:38 PM
They have finally added some new feats....9 of them
Where can these feats be found? 
Title: Re: New D&D
Post by: Asinjin on November 04, 2016, 10:17:11 AM
Where can these feats be found?

On the wizards website, the unearthed arcana column.