Let's talk D&D

I'd be up for some D&D, once we know what version we're doing. Though we could always just use the latest 5th Ed beta rules.
 
Basic rules, character progression through level 5, pregen characters, module.

Simple everything thing you need to start playing the game.

I tried to argue that since I won't get the Players Handbook until August, that if I opened up the starter set now it would average out to our anniversary.
 

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I haven't played in about 20 years, but Bound Accuracy looks like something I would like. Keep the normies and the low levels relevant.
 
Further review,

I enjoy the simplicity of resolving conflicts for conditions,

I am very pleased with the new non magical healing. I also like the death rules.

Only draw back I can see with the basic set is that the rules are clearly taken from the more detailed players handbook and that could lead to some minor confusion. Since the start set only has pregenerated characters tracing each of them out through level five, there is no section in the rules detailing classes and advancement. So when you read the combat section and it references something that clearly should have been laid out earlier you are left a bit confused if you were a new player.

Other than that it is a good starter box for new players.

Module is excellent and has many of the characteristics that made 4th ed DMG so good.
 
Yeah, I've looked over and liked the Basic Rules. For the first time in 3 years, I'll be playing some DND end of the month! Woo!

...Anyone know when or where we'll see the rest of races/classes, if I'm not keen on buying yet another 3 books straight away? the DM'll have them next week, but I won't see him before we play anymore....
 
Got the PHB yesterday and its very good. Artwork is great and I mean great, better than 4th or Pathfinder. Feels immersive.

Like bounded accuracy. Overall quite a balanced system.

Big spoiler: multiclass and feats are optional and have a serious consideration to take them.

Back to rolling for stats! And with BA, 15 is a big stat now.
 
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When is the DM book out? I think once that's out we can start pre-prepping shit.
It would be nice. I guess its always a possibility i might be able to join. There is absolutely no chance in hell I'd have the time to GM again.
 
Big thing to adjust to with the new addition is that magic is very rare and powerful, and desired. The concept of you being able to purchase a +1 short sword is ridiculous, a +1 weapon can be a game breaker now and last you throughout your career. So the typical lists of magic items in the DMG I expect to be very very small and we should be able to survive until then with the online materials that they are providing.

For your consideration; made up a max level barbarian last night; switching from a regular weapon to a +1 weapon increased his average damage per round by 17%
 
Further review or rules simplified
6 stats for 6 checks.
DM tells you what stat check you roll.
Add your stat bonus.
if you are proficient add proficiency bonus
add magic bonus
if you have advantage roll twice take highest, disadvantaged take lowest
determine results

and that's the core the system

Skills weaponry armor all revolve around proficiency, if you have proficiency you are good at it if you don't you are average

And you want advantage at all costs
 
My ability to play would depend completely on the time/day of the game. Also if my wife is allowed to join would also increase the likelihood.
 
Dors anyone know what is the recommended limit on players for 5th? I know in 4th 6 players start to slow things down.
 
Big thing to adjust to with the new addition is that magic is very rare and powerful, and desired. The concept of you being able to purchase a +1 short sword is ridiculous, a +1 weapon can be a game breaker now and last you throughout your career.
This is perhaps the most intriguing thing I've heard about this release. I got soooo tired of artifact inflation. A magic weapon should feel magic, and all my campaigns were played that way, where having a +1 sword gave a character a tangible advantage and not just stop by D-Mart to pick up a wagonload of vorpal longswords because "you need it since liches and rust monsters around these parts breed like cockroaches."

--Patrick
 
Eh. Practically every new edition of D&D they've tried to make magic rarer and feel more special. Ultimately many players just like having high fantasy settings with lots of magic to make them feel more "special", so DMs throw in lots of magic items anyway. making a +1 more game-changing won't change that - it'll just mean people will "break" the game earlier and they'll need to introduce harder enemies at lower levels to compensate for "overpowered" PCs.
Besides, magic-poor worlds make it harder to sensibly play a Mage/Wizard/Sorceror/Warlock, in my opinion. Either you're incredibly rare, or there's plenty of them. If you're a rarity, fine, but let's not have any magic enemies, either ,than...Which tends to mean there's only 2 or 3 enemy archetypes left. Or if magic users are fairly common, there's no sensible reason to have magic items be so rare.
 
Eh. Practically every new edition of D&D they've tried to make magic rarer and feel more special. Ultimately many players just like having high fantasy settings with lots of magic to make them feel more "special", so DMs throw in lots of magic items anyway. making a +1 more game-changing won't change that - it'll just mean people will "break" the game earlier and they'll need to introduce harder enemies at lower levels to compensate for "overpowered" PCs.
Besides, magic-poor worlds make it harder to sensibly play a Mage/Wizard/Sorceror/Warlock, in my opinion. Either you're incredibly rare, or there's plenty of them. If you're a rarity, fine, but let's not have any magic enemies, either ,than...Which tends to mean there's only 2 or 3 enemy archetypes left. Or if magic users are fairly common, there's no sensible reason to have magic items be so rare.
The real issue in previous editions was that being a warrior kind of sucked, so you needed to hit those magic items early. Unfortunately, so did the enemies to make them any sort of challenge. This had the side effect of making magic items super common. This has been remedied in the new edition by giving fighters extra damage dice that they can use for damage or to do other effects, like disarming or knocking down an opponent.

Personally, I want a pen and paper experience that is more like Dark Souls: Magic is common enough that everyone knows it exists and has probably seen it in some form, but only a few actually know how to DO anything with it. Your average smith might be able to make your weapons and armor better but only the best can make it truly excellent. More importantly, only people of true faith or cunning can wield magic without cost... everyone else has to settle for other solutions, like enchanted urns filled with magic or burning oil.
 
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