In ages past, when all-in-one boxed sets were common and character sheets were bought in packs, it was safe to assume that some flavor of Dungeons & Dragons was the gateway into an imaginary world of fantasy roleplaying adventure for most gamers. It’s where we learned that a character was more than a piece to be pushed around a board (although there was still plenty of that) and to think critically lest a random trap send us back to the books for a new character. It’s also where we learned the language of gaming. Indeed, I still use the phrase “roll up a character” even though the vast majority of games I play don’t involve rolling dice as part of character generation.
Dungeons & Dragons has always been the industry leader through its various incarnations and even when that dominance seemed threatened it was usually from a game that derived its own mechanics from D&D. That said D&D has evolved through several editions over the last decade and each had its own flavor and quirks. This has led to several “camps” of D&D gamers that prefer one edition over the other.
Now, once again we have a new edition of Dungeons & Dragons, one in which its owner, Wizards of the Coast, hopes will bring many of those camps back into the fold – “one edition to rule them all” as it were. While this is a lofty goal, there are no doubt many gamers that are intrigued as to what this version of D&D brings to the table. This article is for you!
Before we get started I’d like to note that this article is not a thorough review of the game layout or mechanics – as to be expected there are lots of them spread all over the internet. Instead, this article focuses on some general observations from a GM’s perspective. It’s also worth noting that I’m privy only to the D&D Player’s Handbook and the D&D Basic Rules at this point.
So, without further ado…
1. It feels like Dungeons & Dragons. While this probably isn’t much of a revelation it’s worth noting that if you are familiar with a previous version of D&D then much of the book is going to be familiar to you. There are a few new bells and whistles, but it’s still a game about taking a relatively weak character at first level, bestowing a class and race on her, and taking her through adventures as she grows in power and gets more special powers as she gains levels. You aren’t going to find any radical new changes to how D&D has played in the past.
As a tangential point, it also embraces the entire D&D multiverse. Rather than picking The World of Greyhawk or the Forgotten Realms as a “base” world, the new D&D embraces all of their official worlds (and our Earth) for examples and illustrations.
2. The Basic Rules are free! Yes, if you’re considering whether to invest money in a new edition then you can test drive the rules via free pdf downloads from here! This is no mere preview either; you can actually run a campaign from 1st to 20th level (the max in the core rules) with just these free pdfs! Granted they don’t have all of the options, but they cover all the basics and can be used as reference tools at the table (or for any players that don’t want to plunk down money on a Player’s Handbook), in much the same way (actually better, given that the two are 100% compatible) that a 1980s gamer could understand what was going on at an AD&D session when all she had was the D&D Basic and Expert Sets.
3. It expands the sweet spot. Ask any D&D GM (okay, “DM”) where the sweet spot is in her edition of choice and it’s invariably somewhere in the mid-levels of that particular edition, when the characters have enough experience under their belts to take on bigger challenges but not enough that they can mow down all opposition within 2 rounds. D&D now acknowledges this by flattening the power curve enough so that lower level creatures and characters can stand a chance against more powerful opponents. Conversely, higher level characters don’t so far outstrip their lessers that they become walking gods.
As a curious move PCs now advance from 1st to 3rd level much more quickly than higher levels. Players may be taken a bit aback by jumping levels after only a few encounters just to hit 3rd level and seemingly taking forever to get to 4th. I believe this mechanic acknowledges the general frustration players have had with low-level characters in previous editions and this is a bit of a compromise. Fortunately, if you want your players to linger in 1st and 2nd level a bit longer then it’s only a quick house rule away!
4. It cuts back on the math. Remember how much fun it was to watch your players calculate every inherent and circumstantial modifier to their roll before coming up with an obscenely high number? I don’t either. With the flattening of the power curve D&D really cuts out a lot of that. It also introduces a new concept to replace all those circumstantial modifiers: advantage and disadvantage. If you have the advantage, you get to roll two d20s for success and keep the higher number. If you have the disadvantage, you keep the lowest. It’s simple and elegant.
5. It speeds play. Along with the math being cut D&D has also returned to “theater of the mind” style combat. In other words, it’s possible to play without drawing on battlemats and counting squares as miniatures are moved around (although they remain as optional rules). Instead, tactical decisions are largely judgment calls on general distances and whether one side or another gains advantage.
Opportunity attacks still provide a bit of an issue. While they are now boiled down to “you get an opportunity attack when an opponent moves out of your melee reach,” I can see TotM DMs either house ruling opportunity attacks away or returning to the grid.
As for monster stat blocks, they are easy to read and implement without incorporating a bunch of feats that can sometimes be hard to manage.
6. It encourages roleplaying. While no one is ever going to accuse D&D of straying too far from the dungeon (the mechanics still presume that your party of adventurers is still all about meeting exciting new monsters and killing them for their treasure) it’s awesome to see some fun new mechanics that encourage the dramatic acting part of roleplaying. Backgrounds add new dimensions to characters and an inspiration mechanic is tied to how a PC plays her personality traits and flaws.
It’s also worth noting that, while they don’t come out and say it, alignments seem to be optional. Mechanics have been divorced from detecting alignments and thus one can’t “out” bad guys simply through use of a special ability or spell.
7. It allows you to build more consistent worlds. With a flattened power curve creatures of a lower power level remain viable threats longer as the PCs increase in level. That means you don’t have to “bump up the stats” of current NPCs and monsters or replace them all with new threats just because your PCs gained a couple of levels. Traveling into your Goblin Marshes or Ogre Hills will remain challenging without having to replace the old tenants just to keep things interesting for the PCs.
In sum, the new D&D is definitely worth a look if you’re unsatisfied with your current fantasy RPG of choice. It retains a lot of options for PCs while reducing the mental math required to run the game. I’d definitely say it falls on the lighter end of the crunch scale, meaning that a GM will spend more time designing adventure plots and less time building stat blocks.
Nicely done, Walt. My group had been playing Pathfinder almost exclusively since it came out, and in the months before 5e debuted some of us took a break and did some side games of Vampire: the Masquerade and FFG’s Star Wars rules.
We’d been planning a return to Eberron – our favorite setting – and I’d convinced my players to go with 13th Age for rules. I was – am – so burned out on PF’s crunch and the ever-expanding array of options and feats and whatnot that I simply refused to go down that road again. I thought 13A would be a good fit with Eberron, given the pulpy feel of the world and the free-form, story-focused appeal of those rules.
Then I read the DnD Basic rules and saw what I believe is a great compromise between what I like about 13A and PF.
I’ve talked with a number of local gamers since early July and many of us share the same view: it’s got enough crunch to be an easy transition away from PF; and it does a wonderful job of incorporating some of the best in modern game design. And throughout that, it really does feel like DnD – and that’s critical.
I’ve run 3 sessions with the new rules and it’s really brought back my enthusiasm for running the game. Previously my group was playing Pathfinder, which is a great system full of crunchy customization, but eventually the crunch started to overwhelm my game prep time, especially higher level games and it drained some of my enthusiasm.
Fifth Edition D&D has been a lot of fun to run so far. Prep is much simpler with the lighter stat blocks, and in 3 sessions I’ve only had to pause the game once to look up a quick rule.
I agree with everything in your article Walt, and I recommend the system to anyone longing for the “good old days” or just looking for less rules crunch in their dungeons without giving up the feel of D&D.
Thanks for the overview. One question I keep asking myself (and not seeing answered in many reviews) is this: Everyone seems to agree that this edition brings back the feel of “old-school” D&D, which is a good thing… but I currently play 1e and use the OSRIC rules compendium to streamline and modernize crunch issues. So is there anything that really stands out that would cause me to buy (and read) three new rule-books when I already have a streamlined AD&D retro-clone? Especially since my players know and understand AD&D. Is there anything about this edition that should compel me to start using it instead–and does it justify spending $120?
It really depends on what itch your current OSRIC game is scratching. If you’re happy with your current game, I’d keep going. It does have some rules that are easy to steal (like advantage/disadvantage), but it’d dilute the 1st edition feel of your current game.
While it’s billed as borrowing the best from all D&Ds, it seems to borrow most heavily from third edition with some streamlining and callbacks to 2nd edition, and some of the least disruptive elements of 4th, like unlimited cantrips allowing casters to feel like casters all day.
To me, it feels a bit more like someone dusted off Advanced Dungeons & Dragons, second edition and blended in bits of 3rd, 4th, and a few new ideas. I’m tempted to nickname it “AD&D 3e.”
This. It feels like they took the streamlining from 3e, some of the spell/rest/healing tweaks from 4e, and bolted them onto 2e, if that makes sense.
Aaron – You don’t have to buy anything. The core rules are FREE at http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules
Unlike many previous versions, these are pretty extensive for a freebie.
Agreed. It really does feel like 2e with the best of the things that came in later editions and some ideas slid in from the current frontrunners in the indie game market. I started playing with 2e, so it hits a nostalgia spot for me, but the current system feels very smooth and very svelt.
One thing in particular that I like is that the rules for death actually feel like your character is struggling to hold on when they’ve dipped below 0 hit points. I say this from my experience of last Friday, when a botched dramatic attack and a 40 foot fall had my character testing them. You roll a d20 every turn, with a 50/50 chance of success or failure, no modifiers. If you get 3 successes before 3 failures, you stabilize until treated. The other way around, and say goodbye to that character. It meant death wasn’t immediate and I could still be stabilized by another player, but it felt like an actual life or death struggle each turn. That feeling was completely gone from 4e and wasn’t as strong in 3e.
Wow–thanks for all the response. With your advice in mind I did go out and buy the Player’s Handbook (I am a bit of a dinosaur and hate reading longer pieces — like books — from a screen). And I agree with y’all: They took what worked, streamlined the rest, and made a better game out of all the pieces. Kind of, as others have said above, like 2e with the best of 3e, not much 4e, and the feel of 1e. So I guess I answered my question — I think it looks like the best version of the game yet!
We’ve had five sessions so far, including one 7th level one-shot, and it’s solid. I was surprised at how little the difference was between 1st and 7th level.
I really like the slow growth approach, the way spells are handled, and how the rest issue was approached. Monsters are also pretty well done, IMHO.
My opinion: WotC merged the best parts of previous versions, filed down the rough edges, and added some mandatory RP elements. Let’s see if they can keep up the quality as the supplements start to flow…
I played in my first 5e game last weekend, it was DMed by my 17 y/o daughter. Went great made some great memories and as her Mom said “The nut didn’t go far” Hope she was talking about the game anyway. What troubles Lil Bit had was easily handled by the 2 experienced DMs at the table (me and Bro)
So not only is 5e fun to play and easy to teach to new players and DMs but it brings us all TOGETHER ! Love the stew keep them cooking
Best line of the night was from Mom who told the Wizard that she wasn’t THAT kind of Gnome ! Are y’all that kind of Gnome ? 😉
We’re the type of gnome who winds up in a cookpot, if you know what I’m saying. 😉
When GMing play by post forum games it can also work great for GM’s to use as scene intros for significant areas and as a way of better evoking mood, which can prove difficult in the slower paced forum settings.
I’m curious if anyone here who has tried 5e has also played Dungeon World. Aside from a short session with the 4e starter set,–which I didn’t care for it due to its being little more than a miniatures war game–I’ve been playing the current iteration of D&D since the playtest rules. While it has definitely streamlined combat since 4e, play still slows down a bit more than I would like. I’m curious if anyone else feels that Dungeon World’s combat system flows a little faster since, from what I’ve read, it’s more narrative-driven and tries not to get too caught up in strict turns and mechanics.