Sean Whitton: Initial views of 5th edition DnD

There are some rules in the back of the DMG Slow Natural
Healing , Healing Kit Dependency , Lingering Wounds which can be
used to make healing magic more important. I m not sure how well they
would work without changes to the cleric class.
I would like to find ways to restore the feel and flavour of Vancian
clerics and wizards to 5th edition, without sacrificing the
improvements that have been made that let other party members do cool
stuff too. I hope it is possible to keep magic cool and unique
without making it dominate the game. It would be easy to forbid the
use of arcane foci, and say that material component pouches run out if
the party do not visit a suitable marketplace often enough. This
would not have a significant mechanical effect, and could enhance
roleplaying possibilities. I am not sure how I could deal with the
other issues I ve discussed without breaking the game.
The second thing I would like to discuss is
bounded accuracy. Under this design principle, the
modifiers to dice rolls grow much more slowly. The gain of hit points
remains unbounded. Under third edition, it was mechanically
impossible for a low-level monster to land a hit on a higher-level
adventurer, rendering them totally useless even in overwhelming
numbers. With bounded accuracy, it s always possible for a low-level
monster to hit a PC, even if they do insigificant damage. That means
that multiple low-level monsters pose a threat.
This change opens up many roleplaying opportunities by keeping
low-level character abilities relevant, as well as monster types that
can remain involves in stories without giving them implausible new
abilities so they don t fall far behind the PCs. However, I m a
little worried that it might make high level player characters feel a
lot less powerful to play. I want to cease a be a fragile adventurer
and become a world-changing hero at later levels, rather than forever
remain vulnerable to the things that I was vulnerable to at the start
of the game. This desire might just be the result of the video games
which I played growing up. In the JRPGs I played and in Diablo II,
enemies in earlier areas of the map were no threat at all once you d
levelled up by conquering higher-level areas. My concerns about
bounded accuracy might just be that it clashes with my own
expectations of how fantasy heroes work. A good DM might be able to
avoid these worries entirely.
The final thing I d like to discuss is the various simplifications to
the rules of 5th edition, when it is compared with 3rd edition and
Pathfinder. Attacks of opportunity are only provoked when leaving a
threatened square; you can go ahead and cast a spell when in melee
with someone. There is a very short list of skills, and party members
are much closer to each other in skills, now that you can t pump more
and more ranks into one or two abilities. Feats as a whole are an
optional rule.
At first I was worried about these simplifications. I thought that
they might make character building and tactics in combat a lot less
fun. However, I am now broadly in favour of all of these changes, for
two reasons. Firstly, they make the game so much more accessible, and
make it far more viable to play without relying on a computer program
to fill in the boxes on your character sheet. In my 5th edition
group, two of us have played 3rd edition games, and the other four
have never played any tabletop games before. But nobody has any
problems figuring out their modifiers because it is always simply your
ability bonus or penalty, plus your proficiency bonus if relevant.
And advantage and disadvantage is so much more fun than getting an
additional plus or minus two. Secondly, these simplifications
downplay the importance of the maths, which means it is far less
likely to be broken. It is easier to ensure that a smaller core of
rules is balanced than it is to keep in check a larger mass of rules,
constantly being supplemented by more and more addon books containing
more and more feats and prestige classes. That means that players
make their characters cool by roleplaying them in interesting ways,
not making them cool by coming up with ability combos and synergies
in advance of actually sitting down to play. Similarly, DMs can
focus on flavouring monsters, rather than writing up longer stat
blocks.
I think that this last point reflects what I find most worthwhile
about tabletop RPGs. I like characters to encounter cool NPCs and
cool situations, and then react in cool ways. I don t care that much
about character creation. (I used to care more about this, but I
think it was mainly because of interesting options for magic items,
which hasn t gone away.) The most important thing is exercising group
creativity while actually playing the game, rather than players and
DMs having to spend a lot of time preparing the maths in advance of
playing. Fifth edition enables this by preventing the rules from
getting in the way, because they re broken or overly complex. I think
this is why I love Exalted: stunting is vital, and there is social
combat. I hope to be able to work out a way to restore Vancian magic,
but even without that, on balance, fifth edition seems like a better
way to do group storytelling about fantasy heroes. Hopefully I will
have an opportunity to DM a 5th edition campaign. I am considering
disallowing all homebrew and classes and races from supplemental
books. Stick to the well-balanced core rules, and do everything else
by means of roleplaying and flavour. This is far less gimmicky, if
more work for unimaginative players (such as myself!).
Some further interesting reading:
- Rules versus rulings over the five editions
- Threat creation using bounded accuracy
- Pathfinder vs. 5e on reddit
- Pathfinder vs. 5e on StackExchange this claims that 5e is like 2e in being low fantasy, with constant character deaths and thus little longterm character development, but this has not been my experience so far
- On the Defining Characteristic of 5th Edition