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Post by Wolfgar on Aug 24, 2015 16:01:56 GMT -5
A place to summarize and discuss the rules of 5th Edition
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Post by Wolfgar on Aug 24, 2015 16:15:54 GMT -5
Here are some things I noticed we didn't do quite right. 1. a character should get starting equipment or gold, not both (p. 43) 2. the passive perception check does not include a proficiency bonus unless the character is proficient in perception (p. 59) 3. when wearing heavy armor the character receives no dexterity bonus (p. 44) 4. all characters should select a background as it gives two additional skill proficiencies as well as other advantages (p. 8, 36)
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Post by Ginger on Aug 27, 2015 9:50:37 GMT -5
How did it go playing through 5E while I was gone?
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Post by Wolfgar on Aug 28, 2015 8:43:43 GMT -5
I thought it was fun. It took us a while to roll up characters. It was only the three of us so we had Lee playing a fighter, me playing a cleric and Eddie playing a rogue. Once the adventure started it was pretty easy to play with the new rules. Much of it is still just adventuring without dice rolling. I think Eddie would have preferred more guidance from the module in terms of some of the DCs, i.e. how hard should something be. And in retrospect we didn't give our characters enough skill proficiencies (via backgrounds) which would have made some DCs easier. And it was only a first level adventure so it is hard to say how things change with level progression. I thought all of the first level characters were fairly powerful. It seems like playing a cleric or rogue gives you more opportunity to be useful as compared to 1st edition. Clerics can have damage dealing cantrips at 1st level. In combat, a rogue with a high dexterity can be just as effective as a fighter with a high strength.
I would be happy to play again if others were interested.
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Post by Wolfgar on Aug 28, 2015 20:56:03 GMT -5
Another thing I like is how spells work. You get to prepare a certain number of spells based on your level, then you can choose which one you cast for each spell slot. You don't have to memorize MM 3 times. Just prepare it once and use it for 3 slots. You can even use it for a 2nd or higher level spell slot and it will do more damage.
Some spells not available in the Basic Rules: feather fall, find familiar, strength, stinking cloud, slow, PfE, polymorph self.
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Post by Bolo on Sept 6, 2015 15:25:24 GMT -5
Are you guys starting a new campaign using 5e, or was this just a one-off to see what it's like?
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Post by Wolfgar on Sept 10, 2015 17:29:41 GMT -5
Probably just a one-off. I played with my brother and his sons when I was visiting them and wanted to get others opinion on it.
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Post by Bolo on Sept 10, 2015 17:39:24 GMT -5
I read the basic rules that you linked to, and I like the sound of it.
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Post by Ginger on Sept 11, 2015 10:25:52 GMT -5
I was out that week, but it seems like a decent balance of the good innovations of newer editions without all the junk that ruined the spirit of the game.
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Post by venger on Sept 17, 2015 12:08:04 GMT -5
Oops. Glancing at my phone to check activity on the message board, I completely overlooked this new sub-forum.
I would be interested in trying 5e again and getting some group feedback. Especially considering I've spent a bunch of time consolidating the rules into a reference packet...
1e AD&D will always hold a special place in my heart, but the large-scale/high-level combats over multiple sessions are not doing us any favors. I would like a better balance between adventuring/exploring fantastical places and heavy tactical combat.
Labyrinth Lord is fun, but lacks the bells & whistles and character customization of more advanced editions.
We'll see what's what on the 27th.
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Post by Wolfgar on Sept 18, 2015 20:39:57 GMT -5
Can you post the consolidated rules packet?
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Post by venger on Sept 20, 2015 8:58:28 GMT -5
Can you post the consolidated rules packet? I'll upload the document next week - its half done. Taking out a lot of the fluff.
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Post by Bolo on Sept 20, 2015 10:21:01 GMT -5
If you try 5e again, I'd like to join in for at least a session or two, schedule permitting. Please let me know.
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Post by venger on Sept 22, 2015 15:48:37 GMT -5
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Post by Wolfgar on Sept 23, 2015 8:51:40 GMT -5
The different archetypes, domains, traditions certainly add some interesting variants to the basic classes. I did notice that some of the divine domains list spells that are not included in the basic rules. If we do decide to play this edition, I'll invest in a PHB.
So the plan is to give 5th edition another try this Sunday?
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Post by venger on Sept 23, 2015 9:27:58 GMT -5
The different archetypes, domains, traditions certainly add some interesting variants to the basic classes. I did notice that some of the divine domains list spells that are not included in the basic rules. If we do decide to play this edition, I'll invest in a PHB. I'm pretty sure I can get all the spells into this document. So the plan is to give 5th edition another try this Sunday? Unless there are strong objections.
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Post by Wolfgar on Sept 23, 2015 12:19:23 GMT -5
I am good with it.
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Post by venger on Sept 23, 2015 16:01:04 GMT -5
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Post by Ginger on Oct 7, 2015 19:51:21 GMT -5
I looked at a Player's Handbook in Barnes & Noble today and saw a ton of additional classes and rules. Are we ready to open that can of worms, or stick with the basic for now? I will probably buy one in any case before the next session.
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Post by venger on Oct 8, 2015 14:48:08 GMT -5
I looked at a Player's Handbook in Barnes & Noble today and saw a ton of additional classes and rules. Are we ready to open that can of worms, or stick with the basic for now? I will probably buy one in any case before the next session. I'm fine with any additional rules. Bonus experience for bringing a book. I'll probably pick up a set for the holidays - first time in years I've actually wanted to read a new Monster Manual.
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Post by venger on Oct 11, 2015 20:35:57 GMT -5
I got the PDFs but printing 350 pages in full color is impractical.
*not saying I won't do it...
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Post by Ginger on Oct 18, 2015 17:37:16 GMT -5
I got the PDFs but printing 350 pages in full color is impractical. *not saying I won't do it... I've noticed while reading just now: Critical hits double regular damage and sneak attack damage. Prone creatures yield advantage when being attacked in melee, but cause disadvantage when being attacked at range. Hiding is much tougher, and most of Quarion 's attempts were probably invalid.
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Post by venger on Oct 19, 2015 8:06:49 GMT -5
I got the PDFs but printing 350 pages in full color is impractical. *not saying I won't do it... I've noticed while reading just now: Critical hits double regular damage and sneak attack damage. Prone creatures yield advantage when being attacked in melee, but cause disadvantage when being attacked at range. Hiding is much tougher, and most of Quarion 's attempts were probably invalid. Critical hits aren't an additional die, they're double? Or both? Some of the rules, like that prone rule, are simple/brilliant. He needs Batman-like smoke powder.
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Post by Ginger on Oct 19, 2015 8:30:45 GMT -5
I've noticed while reading just now: Critical hits double regular damage and sneak attack damage. Prone creatures yield advantage when being attacked in melee, but cause disadvantage when being attacked at range. Hiding is much tougher, and most of Quarion 's attempts were probably invalid. Critical hits aren't an additional die, they're double? Or both? Some of the rules, like that prone rule, are simple/brilliant. He needs Batman-like smoke powder. By double damage, I meant double the damage dice. So, yes, an extra die. I was clarifying that Quarion got a critical sneak attack and I don't believe he rolled to sneak attack dice.
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Post by quarion on Oct 20, 2015 14:41:09 GMT -5
sorry I am not very aware of many of the standard rules in fifth edition
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Post by quarion on Oct 20, 2015 16:24:18 GMT -5
Venger, can you post the treasure list?
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Post by venger on Oct 20, 2015 22:21:28 GMT -5
sorry I am not very aware of many of the standard rules in fifth edition Me neither, man. Venger, can you post the treasure list? Treasure: 2 garnets (10gp each) 282 silver pieces 301* gold pieces 2 fishing poles 10 light riding horses 10 saddles 12 spears, 3 longswords, 6 short swords, 6 light crossbows and a “bucket” of bolts. (160 total). 30 beaver pelts (2GP each) alchemical equipment: alembic, retorts, distillation coils, etc. basic alchemy texts potion of healing, rare reagents: mercury, dragonbile, powdered nightshade silk pouch w/: 5 carnelians (10GP each) 2 peridots (15GP each) a pearl (100GP) *including rewards as follows: 80GP reward for the Redbrands slain 100GP reward for driving off their leader 50GP reward for rescuing the kidnapped townsfolk
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Post by quarion on Oct 21, 2015 5:39:34 GMT -5
Thank you
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Post by Wolfgar on Oct 21, 2015 10:18:23 GMT -5
Assuming full value for coins, gems, pelts and horses and half value for the rest, it comes to a little under 1500 gp. Not sure how much a silk pouch is worth. I assume we wouldn't sell the alchemical stuff or the potion of healing. Not sure if we want to keep any of the equipment.
I would say give everyone 300 gp and they can purchase what they need.
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Post by quarion on Oct 21, 2015 14:01:12 GMT -5
Hey, can I get a horse?
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