Now that all of the core books have
been released for the 5th edition of Dungeons &
Dragons, I thought it was a great time to look back and reflect on
the new edition. I've also had more time to play and find issues in
this edition, which I will talk about below as well as some house
rules I considered.
How It's Awesome
In general, I found low-level play a
blast with very few complains (up to level 10 or so). I thought that
in general the classes are fairly well balanced while still being
mechanically different. I particularly liked the extremely deadly
first level, as it meant that tactics played an incredibly important
part. The reduction in the number of magic items players received (or
even need) allowed me to run several long spanning games with no
magic items at all and still have them be effective at their level.
The idea of bounded accuracy is in my opinion a good one. Its use
throughout the system allows you to challenge and injure even high
level players using lower level enemies. It also allows mobs to be
effective while at the same time go down easily as well as the party
to be starved of resources. The game itself is quite easy to house
rule, modify and improvise on using simple ability scores. The books
are generally high quality as well, with tons of nice art and they
even provide the basic rules for free.
High-level Play Issues
In general, the majority of problems I
saw ended up happening at higher levels. An example is cantrip spell
damage scaling with level (I personally hate this as it means a first
level spell does less than a cantrip). I like having a general sense
of balance between classes, even if the balance is asymmetrical. In
general, I found the rules did a decent job of this. Naturally,
though, for classes like the Wizards, any kind of unbalances come
from not the class itself but the spells they have access to. There
are a few spells that scale with level but not with spell slot (hold
person is the biggest problem), meaning that for a rather low level
slot they can cause great effects to even high level characters. The
DC's of Wizard spells also scales regardless of the ability score it
targets, while the other classes do not get their proficiency bonus
added unless they are proficient in those saves (as determined by
their class, plus one feat). The Wizard, however, has spells to give
themselves higher Armour Class (AC). The rogue (who need stealth or a
party member to be effective), with their proficiency, expertise and
inability to roll under 10 when taking checks seem to always surprise
enemies unless the opponents use magic or have rogue like proficiency
and expertise in perception (combined with the Assassin archetype, on
average does incredible damage against non-constitution based
characters). They also, because of the inability to roll lower than
10 and massive bonuses either can't fail to disarm a trap or pick a
lock, or the Dungeon Master has to place very high DC's (whether this
is a problem or what makes sense is up to you, but I felt it
noteworthy. It is definitely not as significant as always surprising
enemies).
Humans
I don't like the default +1 to all
attributes for humans, when it looks like most others get a feat or
two worth of bonuses. Luckily, there is the optional rule that uses a
feat instead. This kind of customization in general is really nice to
see.
Subclasses
My biggest problem with the system,
however, comes from the subclasses. I don't even know how many
characters I've had at my table so far but I don't remember seeing
one Champion fighter. Similarly, every ranger I have seen so far was
a Hunter. Maybe it is just me but some choices seem to be
significantly worse than others when it comes to subclasses or class
features, meaning that they don't get picked. The obvious answer to
this is to either remove classes the Dungeon Master doesn't like or
to give the classes that the Dungeon Master feels are lacking
something extra to make them more even.
Nitpicks
I have one or two really small
nitpicking things, such monster attacks that age characters (since
this is another incentive not to play an older character and effects
humans harder than dwarves), which I am tempted to just ignore. The
other main nitpick I had was with no fleeing choice given to players
in the default rules. I can add my own, take it from a different
edition or take it from the Dungeon Master's Guide. However, having
the players not know how running away works by default seems strange
to me, in a system that seems to be closer to the older editions,
where you could run into a fight you couldn't win. I also still miss
the morale system of older editions and how each creature had a
morale rating to tell how brave it was (those of you with older books
can use it just fine, though cross referencing is a little bit
annoying), but I'm convinced most people don't care about it.
The traits, flaws and bonds system adds
a more structured way to create characters to role-play but more
veteran groups may find themselves ignoring it, particularly because
some things don't fit neatly into those categories, forcing you to
repeat things in different wording in each section (which,
admittedly, can be a good way to explore your character). I tried to
use it at first but ended up throwing it out, as I found it too
mechanical for what my group tended to do already. The ease of
throwing it out, however, is more a testament to the system and how
easy it is to modify.
House Ruling
However, I noticed that in general it
is quite easy to house rule the problems I had with the system. The
monsters also generally follow the same rules (except a couple that
get multiple attacks before the players do), meaning house rules
carry through the entire system.
House Rules
- Cantrips don't scale.
- You can't take expertise in stealth or perception as a rogue.
- Starting at level 5, monsters and players get half their proficiency bonus to saves they are not proficiency in, rounding down (to make this fair, this includes monsters). To make the increases more even, you can just always give half proficiency, but this will make Wizards worse pre-5th level.
Bolded points are proposed house
rules that I'm not too sure about, as they cause large changes to
certain classes.
The above half proficiency rule means
assuming even levels and a score of 10 in the attribute targeted,
target has 25% change to resist, while targets proficiency in the
save still keep their old rating. The odds of resisting an effect
decrease with level, but more slowly than currently.
Conclusion
In general, I enjoyed playing this new
version of D&D, particularly at low level. There are some issues
in my view but they are workable and the overall system has so far
been easy for me to house rule. Overall, the flexibility and ease of
play is something I have enjoyed greatly. There is still room for
customization through feats, but at low levels the class choice,
ability scores, skills, backgrounds and role-playing (traits, flaws
and bonds) provide most of the distinctions between characters.
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