BoutsofInsanity
2015-07-25, 07:47 PM
Ladies and Gentlemen, I did it. I finished a campaign and got players from levels 1-15. I just want to share my thoughts and feelings on how everything worked out. From house rules to classes, this is my review of 5th edition.
Bounded Accuracy
By all that is holy I love this feature. I finally could make my nitty gritty campaign. Within this system, I don't need to worry about wealth by level or throwing loot at the party to make sure they can fight the enemies of the monster manual. I can now tailor my loot to the world. Instead of lots of magical gear around, there are a few powerful artifacts in the ecosystem and having a sword like Excalibur made my players feel amazing and unique.
Speaking of to hit bonuses...
I love the monster design. Rather then making monsters hard to hit and stacking tons of AC, monsters now have an array of features that make them difficult. By following this design philosophy, creatures have weaknesses and resistances, as such, encouraging players to nail those knowledge rolls to combat these creatures.
House rules:
I follow a few special ones. Enemies always have to confirm critical hits and always auto fail on natural ones. The players follow the opposite effect.
Players every long rest gain 1 fate point to grant an extra action and one fate point to reroll anything. This always resets to 1 after a long rest.
Everyone gains a feat at first level and at 8th level in addition to the stat bonus.
Typically, if you can describe why an action would give you advantage, ill let you roll for it using a skill. For example: Flip off a wall behind an enemy. Roll acrobatics, if you succeed vs. enemies perception you gain advantage. If you fail, the enemy gets a free opportunity attack or whatever is appropriate at the time.
No long range teleport spells.
Saves:
It took getting used to having multiple saves. Ill not lie, Separating Charisma, Strength, Constitution, and Dexterity was easy. Those are all easily identifiable for what they save against. But Wisdom is no longer will power, nor is Intelligence. Charisma, (Force of Personality) denotes willpower. So what were Intelligence and Wisdom for? How do they differ from each other?
I still don't have an answer I like and am working on it. Comment below if you have a good idea.
Monster Manual and Players Handbook
Not going to lie, I feel there are some charts missing from both of these books. Having to search for spells a lot became a little irritating. Furthermore, the Monster Manual not having an index by CR in the back frustrated me the most.
However, when I located a monster I wanted to use, it was easy to read, no complicated CR calculations, and they always had interesting abilities or effects.
Classes and Balance
We finally get to the exciting part. Guys, I love every class in the book except for the ranger. But I haven't had that played yet, so I'm withholding judgement. Let me tell you about effectiveness.
I became familiar with the following classes. Two groups, one world, one DM.
Paladin, Barbarian, Wizard, Rogue, Sorcerer, Warlock, Monk, Fighter. And my favorite, Warlock 12/ Monk 3
Wizards:
The archetypes feel lackluster. There are some neat ones, but for the most part they don't feel as unique as they could be. The Wizarding memorization system is fantastic to grasp, and the spell selection was really neat. By the fact that they cast spells, Wizards were effective.
Sorcerer:
If you have a player who wants to cast spells and is new to the game. Point them here. Easy resource mechanic, visible burst damage and rewarding character backstory. If you want to watch someone light up, watch them roll a twinned maximized lightning bolt or something. One of my favorite classes to DM "against" .
Warlock:
Meh./Awesome. The Warlock, is not an easy class to play effectively. I feel like, poor in-game choices are more punishing on the warlock. It's important if you don't have a strategic player, to warn the potential player that this class is all about choice. When to go nova or not. However, if played by a strategic player, it does very well. A very interesting class with lots of Role Play Opportunities.
Monk:
There is nothing in this game not to like about the Shadow Monk or the Physical monk. I did house rule that if Ki is in the pool, the monk may use wisdom to hit and damage and in place of str checks if he so chose. But even without that rule, they rock. Nothing not to like here.
Barbarians:
****. Barbarians. The single most difficult for my story style to DM against. In terms of the game I was running, the Barbarian ruled. Great damage output, fantastic tanking abilities that if I don't want to cheese them I can't get around. A wonderful class. Contributed, Tanked, Did damage and still had time for ale.
Side Note: I didn't throw tons of fights at the players, more narrative in nature, lots of dialogue and conversation. One or Two big fights a session.
Paladins:
But as bad as Barbarians were... Paladins were worse. Tried to Charm a player? Nope, Redemption Pally spends his turn double moving next to the character. Low on Hp? Nah, take some heals. Sickened or Poisoned? Nah remove that debuff. Take a smite crit to the face, see how your monster is doing after that. Oh is that magic damage coming the parties way? Better hope a Pally of Ancients isn't within 10 feet of them. This and the Barbarian are one of the best designed classes in my opinion. In doing what they are supposed to do, they do it very well.
Fighters:
Scary as hell. Lots of attacks, good AC, HP, feats, and Stats. This mother is gonna ruin your day. May not be as bursty or as dynamic as the other classes. But he was the most reliable member of the party. He was always good. Not always great, but never once was he bad.
Finally... The Warlock Monk. Or the Jedi Knight
Homebrewed one feat, increase wisdom by 1, add your wisdom modifier to your ki pool.
Talk about dangerous, Bladelock, with the ability with Flurry to attack four times. Dexterity to Damage. A long range cantrip. Spells to augment. Wisdom to Defense with Dexterity. Given we were running good stats this was strong. This guy would run up, flurry of blows, use the Physical Monk ability to knock the dude prone and back fifteen feet, then action point and witch bolt his ass. Dude force pushed and force lightninged a guy, while holding an eldritch blade. I wet myself the first time it happened. Good defenses, decent in melee and range. And Spell control. Nothing not to like in this build. Note, it sucks till level 7 or so.
All in all, given my story style and world building, this system was by far my favorite ever put out. For me, this was an fantastic system to run, a few problems here and there, but overall my favorite so far. Ranked in order
5e, pathfinder, 4e, 1st, 3.5. Guys, I hope you enjoyed my rambling, not meant to be an essay, have an awesome time, and my your rolls be diverse and interesting. Any questions or anything let me know.
Bounded Accuracy
By all that is holy I love this feature. I finally could make my nitty gritty campaign. Within this system, I don't need to worry about wealth by level or throwing loot at the party to make sure they can fight the enemies of the monster manual. I can now tailor my loot to the world. Instead of lots of magical gear around, there are a few powerful artifacts in the ecosystem and having a sword like Excalibur made my players feel amazing and unique.
Speaking of to hit bonuses...
I love the monster design. Rather then making monsters hard to hit and stacking tons of AC, monsters now have an array of features that make them difficult. By following this design philosophy, creatures have weaknesses and resistances, as such, encouraging players to nail those knowledge rolls to combat these creatures.
House rules:
I follow a few special ones. Enemies always have to confirm critical hits and always auto fail on natural ones. The players follow the opposite effect.
Players every long rest gain 1 fate point to grant an extra action and one fate point to reroll anything. This always resets to 1 after a long rest.
Everyone gains a feat at first level and at 8th level in addition to the stat bonus.
Typically, if you can describe why an action would give you advantage, ill let you roll for it using a skill. For example: Flip off a wall behind an enemy. Roll acrobatics, if you succeed vs. enemies perception you gain advantage. If you fail, the enemy gets a free opportunity attack or whatever is appropriate at the time.
No long range teleport spells.
Saves:
It took getting used to having multiple saves. Ill not lie, Separating Charisma, Strength, Constitution, and Dexterity was easy. Those are all easily identifiable for what they save against. But Wisdom is no longer will power, nor is Intelligence. Charisma, (Force of Personality) denotes willpower. So what were Intelligence and Wisdom for? How do they differ from each other?
I still don't have an answer I like and am working on it. Comment below if you have a good idea.
Monster Manual and Players Handbook
Not going to lie, I feel there are some charts missing from both of these books. Having to search for spells a lot became a little irritating. Furthermore, the Monster Manual not having an index by CR in the back frustrated me the most.
However, when I located a monster I wanted to use, it was easy to read, no complicated CR calculations, and they always had interesting abilities or effects.
Classes and Balance
We finally get to the exciting part. Guys, I love every class in the book except for the ranger. But I haven't had that played yet, so I'm withholding judgement. Let me tell you about effectiveness.
I became familiar with the following classes. Two groups, one world, one DM.
Paladin, Barbarian, Wizard, Rogue, Sorcerer, Warlock, Monk, Fighter. And my favorite, Warlock 12/ Monk 3
Wizards:
The archetypes feel lackluster. There are some neat ones, but for the most part they don't feel as unique as they could be. The Wizarding memorization system is fantastic to grasp, and the spell selection was really neat. By the fact that they cast spells, Wizards were effective.
Sorcerer:
If you have a player who wants to cast spells and is new to the game. Point them here. Easy resource mechanic, visible burst damage and rewarding character backstory. If you want to watch someone light up, watch them roll a twinned maximized lightning bolt or something. One of my favorite classes to DM "against" .
Warlock:
Meh./Awesome. The Warlock, is not an easy class to play effectively. I feel like, poor in-game choices are more punishing on the warlock. It's important if you don't have a strategic player, to warn the potential player that this class is all about choice. When to go nova or not. However, if played by a strategic player, it does very well. A very interesting class with lots of Role Play Opportunities.
Monk:
There is nothing in this game not to like about the Shadow Monk or the Physical monk. I did house rule that if Ki is in the pool, the monk may use wisdom to hit and damage and in place of str checks if he so chose. But even without that rule, they rock. Nothing not to like here.
Barbarians:
****. Barbarians. The single most difficult for my story style to DM against. In terms of the game I was running, the Barbarian ruled. Great damage output, fantastic tanking abilities that if I don't want to cheese them I can't get around. A wonderful class. Contributed, Tanked, Did damage and still had time for ale.
Side Note: I didn't throw tons of fights at the players, more narrative in nature, lots of dialogue and conversation. One or Two big fights a session.
Paladins:
But as bad as Barbarians were... Paladins were worse. Tried to Charm a player? Nope, Redemption Pally spends his turn double moving next to the character. Low on Hp? Nah, take some heals. Sickened or Poisoned? Nah remove that debuff. Take a smite crit to the face, see how your monster is doing after that. Oh is that magic damage coming the parties way? Better hope a Pally of Ancients isn't within 10 feet of them. This and the Barbarian are one of the best designed classes in my opinion. In doing what they are supposed to do, they do it very well.
Fighters:
Scary as hell. Lots of attacks, good AC, HP, feats, and Stats. This mother is gonna ruin your day. May not be as bursty or as dynamic as the other classes. But he was the most reliable member of the party. He was always good. Not always great, but never once was he bad.
Finally... The Warlock Monk. Or the Jedi Knight
Homebrewed one feat, increase wisdom by 1, add your wisdom modifier to your ki pool.
Talk about dangerous, Bladelock, with the ability with Flurry to attack four times. Dexterity to Damage. A long range cantrip. Spells to augment. Wisdom to Defense with Dexterity. Given we were running good stats this was strong. This guy would run up, flurry of blows, use the Physical Monk ability to knock the dude prone and back fifteen feet, then action point and witch bolt his ass. Dude force pushed and force lightninged a guy, while holding an eldritch blade. I wet myself the first time it happened. Good defenses, decent in melee and range. And Spell control. Nothing not to like in this build. Note, it sucks till level 7 or so.
All in all, given my story style and world building, this system was by far my favorite ever put out. For me, this was an fantastic system to run, a few problems here and there, but overall my favorite so far. Ranked in order
5e, pathfinder, 4e, 1st, 3.5. Guys, I hope you enjoyed my rambling, not meant to be an essay, have an awesome time, and my your rolls be diverse and interesting. Any questions or anything let me know.