Firehawk Games
Other RPGs => Other Game Systems => Topic started by: Fidoric on July 03, 2014, 10:07:02 PM
-
I have just had a quick reading of D&D new iteration.
So far it seems rather cool. What impress me most is the fact that they have thoroughly renewed D&D while keeping its distinctive feeling. Something that another game as fail to do so far...
I will happily read it further next week-end!
What are your first impressions?
-
I like what I read too. I always buy the Starter Set - so, I'll give you a review when I'm done reading it through...
-
I have the files from the Open Playtest -- they are interesting, I will give them that, and I think that D&D Next is better than 3E was (which required sooo much meta-game planning to make any sort of character).
Still a bit too class & level dependant for my tastes, but it is something that I could play....
-
I agree with you. The system still relies on classes and level for most of the character definition but it is simple and elegant. The stat + specialization to replace skills reminds me of Dragon Age RPG and seems to work well. I think I will make some characters during the WE just to see how it goes.
-
For those who are interested -- You can download the DND Next Basic PDF from the WOTC website -- https://www.wizards.com/dnd/Article.aspx?x=dnd/basicrules
-
I play D&D regularly. Basically because its the only game someone else will run. Although I am not sure that we'll play Next- I will buy the Starter Set to see where the rules have been changed. This was actually one of the inspirations for my Old School Hack of Novus. I have a weekend scheduled to play the pre-gens and story with my sister and her husband...for $20 you can't go wrong.
-
Here were a few house rules that I came up with for D&D Next. I'm probably going to give into the Stat Increases as Saves are really dependent on Stats in this edition. https://www.youtube.com/watch?v=fEhlxQGgHkw
-
no talky talky... ROFL....
But some pretty good house rules off the cuff (though I prefer individual initiative myself, and have never done "side initiative" before.
-
I'm still waiting on my boxed set.
-
When I first ran Labyrinth Lord it used side initiative (retro-clone of Basic / Expert boxed D&D). Each side rolls 1D6, the higher roll means that side goes first. If you tie initiative is simultaneous. You can have two turns in a row this way. It's quick and it is easy to roll it every round.
-
I like the way they handled "Advantage & Disadvantage". Rather than using bonuses you make 2 rolls and keep the higher or lower.
-
Yup, that is interesting, and it doesn't matter how many Advantages you have, one single Disadvantage wipes them all out (and vice versa).
-
Quick and simple but lacking in granularity. Quick rules about changing TN might do the trick better I think. That said, you could always introduce a "roll 3 dice, keep the two best" option. That may lead to severe distortion when combined with the exploding dice concept.
-
That is already an option for Novus under the use of Fate Points...
-
You are right. I have missed that one...
-
Magic is wacky over-powered! And they've introduced a scaled spell option where if you use a 1st level spell in a 2nd level spell slot it has more effect...+1 Dmage Dice, Target or Area of Effect for example
-
I saw that bit about scaling up spells... hehe
And let us not forget the Attack Cantrips.... (i.e. basically a use every round spell attack -- giving mage an attack comparable to fighters...)
-
Now, I am ok with a cantrip doing a D4 Damage.....but, a D8?
Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a
creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold damage,
and its speed is reduced by 10 feet until the start of
your next turn.
The spell's damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ummmm....I know one of my players who will be drooling over this...
-
What about Fire bolt?
Fire Bolt
Evocation Cantrip
Casting Time: 1 action
Range:120 feet
Components:V,S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell's damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
-
INSANE
-
May be it´s just... Another kind of balance? (http:///wink.gif)I am currently starting to play a scenario by mail with a friend using this rule set. I will let you know how it goes.
-
I am doing CharGen tonight using the D&D Basic PDF and will hopefully be playing on Friday.
-
let us know how it turns out
-
I will- it seems very relevant to our Novus project
-
Totally playing a Bard.
-
OK, so one thing that seems to be neat and different that 4E- spells often require components. Simple components can be replaced by using a spell focus. So, if a spell requires a "drop of blood" you can replace that requirement by using a spell focus. In the case of a Bard this means that I have to "equip" an instrument to cast some spells.....there goes my 2 handed sword.....
-
oopsey?
-
I'm just kidding about the 2 H Sword. They also used the Advantage/Disadvantage mechanic for Stealth in Armour and I think Spell Casting in Armour....but, I haven't bothered to read that yet...
-
from my understanding, the Advantaage/Disadvantage mechanic is used in most everything..
And basically, it works like this:
If you have Advantages -- you get to roll an extra d20 and keep the higher of the two
If you have Disadvantages -- you roll an extra d20 and use the lower of the two
If you have both Advantages & Disadvantages - roll a single d20 and keep that result
(the number of advantages versus disadvantages does not matter, only that you have at least 1 of each)
And that is a pretty cool mechanic overall
-
Yes- it'll be neat to try.
Basically some Armour automatically gives you disadvantage with making Stealth rolls.
It is used to replace the bloat of bonuses and penalties that ran rampant in 4E
My Bard has 8 HP to start.....this should be interesting.....
-
8? Ouchie!!!
A stiff breeze might hurt your character....
-
The Dwarven warrior better not pass gas as I hide behind him....to properly observe the heroics of course...
-
Totally died. Had 8 HP and took 2 arrows from a pair of goblins after a natural 1 on a stealth roll. The magic was ridiculous. I have a thunder wave spell at level 1 that does 2d8 sonic damage (now I can only cast 2 level 1 spells mind you). My vicious mockery cantrip does a d4 of damage on a failed save....which, of course is activated with..."Your mother was a hampster!" AC is now meet or exceed to hit. So, everyone got hurt, even the dwarf wizard in scale mail- yup, you read that correctly.
-
Yeah, I knew that spell casters can wear armor while casting, providing that they have the armor proficiency or whatever it is called.
And there are apparently a number of cantrips that can deal damage. Since cantrips can be cast an unlimited amount of times (IIRC), that provides spell users with a ranged attack every round.
-
From what I've heard D&D is fairly deadly, which surprises me after reading through it. I have heard that the monsters are tough as nails. With all of the easy healing, the multiple death saving throws, etc. it just seemed like death would be a thing of the past. I'm going to have to give it a shot and see how it goes.
I've been kicking around the idea of running Cyradon with D&D 5E.
-
Its quite good. Level 1 is deadly because you have so few HPs. And the Death saving throw is making 3 success before 3 failures- which a level 1 Bard is not so good at. They eliminated the "minion" which basically was the 4E answer to everyone having so many hit points IMO (and I loved them); so the monsters have HPs just like the players. Our party of 4 fought a total of 12 enemies in a 2 part adventure. We had 1 fatality and one character downed then stabilized by another character. The short rest-long rest mechanic (when used properly) is very good too.
-
At first level, combat are deadly. My first level Elf scout has been downed by a single goblin to my eternal fame...
Luckily, my cleric friend was able to heal me quickly.
Magic seems a little bit too powerful for my taste. A first level mage using Burning Hands has incinerated a bunch of 5 GOblins...
-
Yeah, I think any house rules I make will be to weaken magic somehow, but we shall see. I like the idea of spells being easily interrupted if the caster gets hit so I will try to incorporate that.
-
So far our adventures are going well. The rules are not the most accurate I have seen but they are quick and simple to implement and don't come in the way of role playing. I think this version is a excellent way to discover RPGs.
-
I know a lot of OSR types like myself are coming back to it and giving it a gander. I know the old school D&D and retro-clone blogs have a lot of do-it-yourself 5E material already.
I've been tinkering on my 5E Cyradon hack, and it is moving along slowly.
-
I'm kind of curious of what is really in the Player's Handbook for this go round. The Official website really doesn't give you a very good idea of what it contains.
How many Classes does it actually contain? Do you feel it has sufficient options for the classes presented? Anything in the book that was covered with more depth than needed?
-
yes, if you have a copy of the PHB, please tell
-
It expands the classes first of all, as well as backgrounds, and races. It also has 6-8 pages of monster at the back of it. Essentially, you can run D&D next with just eh players handbook because it gives you all the spells and covers the core mechanics too. As is typical of D&D it is very well laid out and is visually appealing.