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5E In Play - Brief Thoughts
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<blockquote data-quote="JediSoth" data-source="post: 6340525" data-attributes="member: 13882"><p>When the new D&D Starter Set and Basic Rules came out, my players asked me to run a few sessions of it before Gen Con. One was going to be playing several games and the other was going to be running several games. We were between Star Wars adventures at the time, so everyone agreed it would be a good time for a 2-shot game of D&D, using brand-spanking new rules. </p><p></p><p>I’m sure the adventure within the Starter Set is fine, but it looked like it would be too long for my group to finish in two four-hour sessions. We only meet every other week and most of us don’t interact much outside of the game, so those four hours are not four hours straight of gaming, it’s more like two-and-a-half hours of gaming and an hour-and-a-half of BS, and that’s IF everyone shows up on time. (That’s not a judgement of my players, it’s just the way things are; we’re all adults with families and lives and none of us consider gaming to be Serious Business™.)</p><p></p><p></p><p> So, I selected a shorter adventure, “Jammin’” by James Ward from Dungeon magazine #21 (January/February 1990). I heard 5E was really good with backwards compatibility and from the looks of things, all I needed to do was swap out the monster stats and Bob’s your uncle.</p><p></p><p></p><p> I don’t know why I became British just then.</p><p></p><p></p><p> “Jammin’” had another excellent thing going for it: it enabled me to use the <a href="http://www.worldworksgames.com/store/index.php?view=product&product=24" target="_blank">giant sailing ship cardstock model</a> my wife made for our Goblin Skulls & Shackles Pathfinder game. It seemed a shame to have it continue to collect dust in the closet when this would be a perfect opportunity to make use of it again.</p><p></p><p></p><p> And so, we embarked upon another edition of Dungeons & Dragons.</p><p></p><p></p><p> There were 4 characters</p><p>Naivara Laidon (Silverfrond), a wood elf rogue</p><p>Rurin Stoneforge, a hill dwarf cleric</p><p>Salazar Thrace, a human wizard</p><p>Ebenezer, a human fighter</p><p></p><p></p><p> It was pretty classic party. They went around the table and introduced themselves and talked a bit about their backgrounds, flaws, etc. Everyone seemed to enjoy the mechanics of backgrounds, personality traits, ideals, bonds, and flaws. I know some people will be thinking “I’m a role-player, I don’t need the game to tell me how my character is supposed to act. <a href="http://images.sodahead.com/blogs/000201227/blogs_Dog___water_hose_3424_249977_poll_xlarge.jpeg" target="_blank">Warrrgggbarglllleeee</a> WORST EDITION EVER.” There are many players, however, who enjoy the game who like to have such information suggested by the game so they have a better handle on how to create a unique and interesting character. Not everyone is a great improvisationist or can come up with original character traits like that on the fly (and remember to apply them consistently during the game). If it encourages role-play, I’m for it. If you don’t like it, don’t use it. It’s as simple as that.</p><p></p><p>I'll spare you the details of the adventure. If you want a description of what went on during the game, you can read all about it at the <a href="http://doctorstrangeroll.wordpress.com/2014/07/19/dungeons-dragons-5th-edition-jammin/" target="_blank">DoctorStrangeRoll blog</a>. In short, the zombies were great. 5th edition zombies get a save when they’re reduced to 0 HP. If they make the save, they drop to 1 HP instead and keep fighting. Radiant or critical damage will keep them down, though. Basically zombies are trolls for 1st level characters (particularly since 1st level clerics can’t turn undead). The first time the zombie stayed up, they got worried (particularly since it took so much damage before they thought it should have died). The second time the same one kept coming, they got scared. They experienced the Holy S*$%, WTF? reaction for the first time in a long time. It was great!</p><p></p><p></p><p> My players really liked the Advantage/Disadvantage mechanic. It was much easier than trying to figure out who was flanking who and which square was threatened by what. Combat moved much faster than in 3.X, Pathfinder, or D&D 4E, yet everyone still had a variety of actions they could do, at least, enough that they didn’t feel like their role was just to perform a basic attack over and over, like Basic D&D (BECMI/Rules Cyclopedia, as defined by this blog) could sometimes feel. They also like Inspiration. </p><p></p><p></p><p> In general, everyone really seemed to enjoy themselves and I heard a lot of praise for the system. The session sparked a lot of curiosity about what sort of options were going to be available once the core books are out. Personally, I like the way the mechanics are set up now, and when I run this edition at conventions, I am going to stick to the Basic Game for combat and encounter adjudication. It’s fast and fun. I like what I’ve seen of this edition so far. I like it a lot.</p></blockquote><p></p>
[QUOTE="JediSoth, post: 6340525, member: 13882"] When the new D&D Starter Set and Basic Rules came out, my players asked me to run a few sessions of it before Gen Con. One was going to be playing several games and the other was going to be running several games. We were between Star Wars adventures at the time, so everyone agreed it would be a good time for a 2-shot game of D&D, using brand-spanking new rules. I’m sure the adventure within the Starter Set is fine, but it looked like it would be too long for my group to finish in two four-hour sessions. We only meet every other week and most of us don’t interact much outside of the game, so those four hours are not four hours straight of gaming, it’s more like two-and-a-half hours of gaming and an hour-and-a-half of BS, and that’s IF everyone shows up on time. (That’s not a judgement of my players, it’s just the way things are; we’re all adults with families and lives and none of us consider gaming to be Serious Business™.) So, I selected a shorter adventure, “Jammin’” by James Ward from Dungeon magazine #21 (January/February 1990). I heard 5E was really good with backwards compatibility and from the looks of things, all I needed to do was swap out the monster stats and Bob’s your uncle. I don’t know why I became British just then. “Jammin’” had another excellent thing going for it: it enabled me to use the [URL="http://www.worldworksgames.com/store/index.php?view=product&product=24"]giant sailing ship cardstock model[/URL] my wife made for our Goblin Skulls & Shackles Pathfinder game. It seemed a shame to have it continue to collect dust in the closet when this would be a perfect opportunity to make use of it again. And so, we embarked upon another edition of Dungeons & Dragons. There were 4 characters Naivara Laidon (Silverfrond), a wood elf rogue Rurin Stoneforge, a hill dwarf cleric Salazar Thrace, a human wizard Ebenezer, a human fighter It was pretty classic party. They went around the table and introduced themselves and talked a bit about their backgrounds, flaws, etc. Everyone seemed to enjoy the mechanics of backgrounds, personality traits, ideals, bonds, and flaws. I know some people will be thinking “I’m a role-player, I don’t need the game to tell me how my character is supposed to act. [URL="http://images.sodahead.com/blogs/000201227/blogs_Dog___water_hose_3424_249977_poll_xlarge.jpeg"]Warrrgggbarglllleeee[/URL] WORST EDITION EVER.” There are many players, however, who enjoy the game who like to have such information suggested by the game so they have a better handle on how to create a unique and interesting character. Not everyone is a great improvisationist or can come up with original character traits like that on the fly (and remember to apply them consistently during the game). If it encourages role-play, I’m for it. If you don’t like it, don’t use it. It’s as simple as that. I'll spare you the details of the adventure. If you want a description of what went on during the game, you can read all about it at the [URL="http://doctorstrangeroll.wordpress.com/2014/07/19/dungeons-dragons-5th-edition-jammin/"]DoctorStrangeRoll blog[/URL]. In short, the zombies were great. 5th edition zombies get a save when they’re reduced to 0 HP. If they make the save, they drop to 1 HP instead and keep fighting. Radiant or critical damage will keep them down, though. Basically zombies are trolls for 1st level characters (particularly since 1st level clerics can’t turn undead). The first time the zombie stayed up, they got worried (particularly since it took so much damage before they thought it should have died). The second time the same one kept coming, they got scared. They experienced the Holy S*$%, WTF? reaction for the first time in a long time. It was great! My players really liked the Advantage/Disadvantage mechanic. It was much easier than trying to figure out who was flanking who and which square was threatened by what. Combat moved much faster than in 3.X, Pathfinder, or D&D 4E, yet everyone still had a variety of actions they could do, at least, enough that they didn’t feel like their role was just to perform a basic attack over and over, like Basic D&D (BECMI/Rules Cyclopedia, as defined by this blog) could sometimes feel. They also like Inspiration. In general, everyone really seemed to enjoy themselves and I heard a lot of praise for the system. The session sparked a lot of curiosity about what sort of options were going to be available once the core books are out. Personally, I like the way the mechanics are set up now, and when I run this edition at conventions, I am going to stick to the Basic Game for combat and encounter adjudication. It’s fast and fun. I like what I’ve seen of this edition so far. I like it a lot. [/QUOTE]
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