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Toshimo
Aug 23, 2012

He's outta line...

But he's right!


SPECIAL NOTE: THE EDITION WARS HAVE OFFICIALLY ENDED. ANYONE FOUND TO BE ENGAGING IN ATTEMPTING TO RESTART THE EDITION WARS WILL BE IMMEDIATELY REPORTED FOR SUMMARY MOD ACTION. THIS IS THE ONLY WARNING.

Dungeons and Dragons - 5th Edition is a tabletop role-playing game produced by Wizards of the Coast.

Like previous versions, Fifth Edition (5E) is a mix of sword and sorcery fantasy combat with assorted problem solving, puzzles, and social interaction.

Each player controls a single Player Character (PC) who interacts with monsters, situations, and Non-Player Characters (NPC) in a game setting managed by the Dungeon Master (DM).

The core conceit of 5E is that nearly every time a character's success needs to be measured, it is accomplished by rolling a 20-sided die (d20) and adding the character's Attribute modifier and Proficiency bonus.
  • Need to hit a dragon with a sword, arrow, or spell? 1d20 + Attribute + Proficiency
  • Need to talk a shopkeep into giving you a discount? 1d20 + Attribute + Proficiency
  • Need to dodge an incoming Fireball? 1d20 + Attribute + Proficiency
Attribute modifiers are based on your score in the relevant Attribute for a given task:
  • Strength for swinging melee weapons and performing athletic actions.
  • Dexterity for attacking at range, dodging attacks, and moving stealthily.
  • Constitution for overcoming poisons or other negative statuses.
  • Wisdom for detecting lies, practicing medicine, and overcoming charms and other mind-altering affects.
  • Intelligence for recalling knowledge, defending against direct mental attacks, and scribing spells.
  • Charisma for deceiving or persuading others or making a public performance.
Proficiency is a scaling bonus based on your total character level that is added to rolls in skills, saves, and attacks that your class excels in (or that you've specifically trained in).

Multiple smaller bonus categories have largely been done away with in favor an Advantage/Disadvantage system: When your circumstances grant you Advantage, you roll 2 d20s and keep the higher number; when you are at a Disadvantage, you roll 2 d20s and keep the lower. Tracking all your sources is unnecessary because any number of sources of Advantage and Disadvantage cancel each other out completely. Either you are 100% at Advantage, 100% at Disadvantage, or your roll is unmodified.

Combat is broken out into 4 basic parts:
  • Movement: Your movement is largely a meter that resets at the start of your turn. As long as you have any movement left, you can keep moving, even if you break up your moves with actions.
  • Action: You get 1 action on your turn. This can be an attack, spell, hide, dash for extra movement, or any other action you can dream up.
  • Bonus Action: The only default bonus action is to attack with an off-hand weapon, but some spells and class features take up your Bonus Action for a turn. You can only do one of them and it can generally take place before or after your regular action unless otherwise specified.
  • Reaction: Almost exclusively taking place on other characters' turns, Reactions are exceptionally fast actions that, as the name suggests, take place as a reaction to another action. A basic example is making an attack of opportunity against a foe moving out of your reach. You can only take 1 Reaction per round, so use it wisely.
That's pretty much the meat and potatoes of the system.


So, how do you get into 5E?

You can start with the New Player info on the Official D&D Website: http://dnd.wizards.com/dungeons-and-dragons/what-is-dd
You can even get a free copy of the basic rules here: http://dnd.wizards.com/products/tabletop/players-basic-rules
That alone should be enough to start playing.

For a more robust new player experience, consider the D&D 5E Starter set (MSRP $19.99): http://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_starterset

If you'd like a more guided character creation and searchable rules info, check out D&D Beyond: https://www.dndbeyond.com/
You can create free characters with the basic ruleset on D&D Beyond, but getting access to more content involves buying digital sourcebooks that are tied to that website (and Android/iOS app) only. Check the bottom of this OP for coupon codes and discounts.

Many players have even shifted to using digital tabletops for play, even in person! The most popular virtual tabletops are Roll20 (https://roll20.net/) and Foundry VTT (https://foundryvtt.com/).

Wizards of the Coast has also introduced an Organized Play program for 5E, called Adventurer's League. Using a standard ruleset and modules, you can find groups to play with all over the world at game shops, conventions, and even online groups. More information can be found at https://dnd.wizards.com/adventurers-league

Additional resources:

Free 1st-party adventures:

A brief overview of the 1st-party hardback adventures:

quote:

The Lost Mines of Phandelver
LMoP is the adventure found in the 5th Edition Dungeons and Dragon's Starter Set. It's designed to introduce both new players and DMs to the game, and will take the party from 1st level to 5th level.

The story begins with a goblin attack on the road, and quickly unfolds to reveal a series of kidnappings and shady characters operating in and around the frontier town of Phandelver. The players will have to work together to stop the evil forces at work, save the town from disaster, and re-discover the lost dwarven foundry of Wave Echo Cave.

LMoP was the first adventure published for DnD 5E, and has been generally very well received by players and DMs alike. The adventure is relatively short, and can be completed in about 5-6 sessions of 3-4 hours each. The adventure is often praised for its interesting story and characters, as well as for its sandbox design which allows the players to explore a large area at their leisure. The adventure concludes with a classic dungeon crawl as the party enters Wave Echo Cave to finally confront an agent of hidden evil, The Spider.

If you've never played Dungeons and Dragons and are looking to get started, either as a player or as a DM, The Lost Mines of Phandelver is a great place to begin. Also included in the Starter Set is full set of polyhedral dice and several pre-gen character sheets.

LMoP has the added benefit that, once completed, DM's can easily transition the adventure into one of the other adventures described below.

Tyranny of Dragons
Tyranny of Dragons was the first stand-alone adventure published for DnD 5E. The adventure is contained in two books. The first is Hoard of the Dragon Queen, and the second is Rise of Tiamat.

In ToD, the party encounters the evil Cult of the Dragon, who revere Tiamat, the five-headed goddess of chromatic dragons. By allying themselves with the Red Wizards of Thay and other nefarious groups, including evil dragons across the continent, the Cult hopes to bring Tiamat's physical form into this world. By doing so they hope to usher in a new era for Faerun, in which dragons rule.

The Tyranny of Dragons storyline is usually regarded as one of the weaker adventures published for 5E so far. Because it was the first adventure published for the game, many players and DMs have noted that some of the game mechanics feel incomplete or poorly designed, and several of the encounters feel either hamfisted or unnecessarily deadly. The campaign is also generally considered to be railroad-heavy, with few meaningful player options along the way. Neverthless, ToD is a good choice for groups who want to feel like epic heroes on a quest to slay dragons and save the world. Many resources exist online with tips for modifying and improving the ToD storyline.

Princes of the Apocalypse
The Elemental Evil storyline, Princes of the Apocalypse, is the second adventure published for DnD 5E. It is heavily inspired by the classic Temple of Elemental Evil adventure published in 1985.

As the party arrives in the frontier town of Red Larch, strange rumors and phenomena are spreading throughout the Dessarin Valley. Torrential rainstorms and heat waves rock the countryside. An important Dwarven delegation from Mirabar has disappeared somewhere along the trade roads, and everywhere cultists are appearing who worship the elemental forces of Air, Water, Fire, and Earth. Four so-called Prophets are to blame, each one seeking to reshape the world in the image of their elemental master.

Princes of the Apocalypse has been praised for its colorful cast of characters and visual style, as well as for its game balance and open-world concept. The first half of the adventure is a sandbox for DM's to flesh out and for players to explore, while the second half the adventure shifts to a classic dungeon crawl in which the party must confront and defeat each of the evil Prophets in their respective lairs. While PotA fixed many of the issues that plagued Tyranny of Dragons (such as a railroad narrative, and heavy reliance on plot devices to move the story along), PotA has also been criticized for a poor chapter layout which makes running the adventure difficult for first-time DMs. It has also sometimes been criticized for its second half, which consists almost entirely of an epic dungeon crawl that many groups have found tedious.

In general, PotA is an excellent choice for groups who enjoy flavorful villains and combat-heavy dungeon crawls. At the same time, its confusing chapter organization can present a serious obstacle for some new DMs.

Additionally, PotA offers a wide variety of new races and spells for players to take advantage of. As with ToD, many online resources exist for streamlining and tailoring the adventure to your group's needs.

Out of the Abyss
Out of the Abyss is the third adventure published for DnD 5E, and the first adventure for the game written primarily by Chris Perkins. It is a wholly original story that takes place in the Underdark, drawing much of its inspiration from Alice in Wonderland.

The adventure begins with the party in chains, captives of the subterranean Dark Elves. Even worse, it seems that some mysterious cataclysm in the bowels of the earth has opened a literal portal to hell, and now Demon Lords are rampaging through the Night Below. As the party escapes their stalagmite prison and flees their captors, they will have to make unlikely alliances with bizarre entities and inhuman civilizations if they hope to make it back to the surface, and bring an end to the demonic threat once and for all.

OotA has been praised for its originality, and for its ability to present an Underdark that feels both plausible and alien all at the same time. At the same time, others have noted that OotA has a distinct moral ambiguity around many of the obstacles the party will encounter, and is ideally suited for players who want to take on the roleplaying challenge of playing a Drow, Hobgoblin, or similarly non-traditional archetype. OotA is a great choice for groups who are looking for a story that is truly different, and challenges many of the pre-conceived notions of heroic adventures. It may not be ideal for groups looking for a more traditional narrative.

Curse of Strahd
Curse of Strahd is an update and expansion of the classic DnD module Ravenloft, published in 1983. It has been highly praised for its compelling story, its dark tone, and its primary villain.

The adventure begins with the party drawn through strange mists, into the dread realm of Barovia. There they encounter a land ruled over by a dark and sinister lord known only to Barovians as, "the devil." The master of these lands is the vampire count, Strahd von Zarovich, who looks down on his people from the towering spires of Castle Ravenloft. Each night the people of Barovia are beset upon by horrors of the night, by bats, witches, and werewolves, and the knowledge that they are mere playthings for their all-powerful tormentor. Count von Zarovich, utterly secure in his position, invites the party to explore his realm and witness for themselves its twisted nature. He knows that ultimately, they too will be either corrupted, or consumed by it.

Curse of Strahd presents the players with a true monster tale in the gothic style. It is distinctly not heroic high fantasy; players will often feel powerless and imperiled as they explore the lands of Barovia. Deadly encounters lurk behind every corner, and the party may find themselves running away, as often as they charge into battle. This is arguably CoS's greatest strength. Few other adventures have the power to draw characters into the story, and to make them feel as much a part of the world, as Curse of Strahd. This module has sometimes been called "the Dark Souls of DnD." It is a challenging adventure with a wealth of story to explore. But it is not for the feint of heart.

Curse of Strahd is considered by many to be the single best adventure published for 5th Edition Dungeons and Dragons. It's villain Strahd von Zarovich, and the climactic adventure location of Castle Ravenloft, are still considered iconic even decades after their original publication. The new material greatly expands upon and enriches the original content. However, CoS is a dark and deadly game. It may not be well suited for new and first time players, who may expect a more traditional heroic path for their characters.

The Storm King's Thunder
Storm King's Thunder is considered by many to be the premier adventure for 5th Edition Dungeons and Dragons. As a completely original story, it presents the party with an epic adventure ideally suited both for new players and new DMs.

Tales from the Yawning Portal
Tales from the Yawning Portal is not a single adventure, but a compilation of classic dungeons from DnD's past, recreated for 5th Edition. The title of the adventure refers to the Yawning Portal Inn in Waterdeep, where the tavern owner Durnan has been known to share rumors and stories from the many adventurers who've passed through his bar... for the right price.

TftYP includes 7 self-contained adventures. They are:
  • Whiteplume Mountain
  • The Hidden Shrine of Tamoachan
  • The Sunless Citadel
  • Against the Giants
  • Dead in Thay
  • The Forge of Fury
  • The Tomb of Horrors
Each of these classic dungeons brings something unique and different to the game. Groups who have been playing for months or years, and who may be looking for a break from their campaign, will find new and interesting stories here. Similarly, groups who may remember playing these adventures decades ago will be happy to see that these stories have been preserved for a new generation, and updated with modern art and rules.

Toshimo fucked around with this message at 18:08 on Sep 26, 2022

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doctor 7
Oct 10, 2003

In the grim darkness of the future there is only Oakley.

I will be the scathing decenting opinion and say I enjoy playing 5th edition Dungeons and Dragons.

mango sentinel
Jan 5, 2001

by sebmojo
First Party Hardback Expansions


Sword Coast Adventurer's Guide

What is it: A book focusing on the setting and lore of the Sword Coast, a specific and popular region of Faerun/The Forgotten Realms.

What's in it:
  • A broad overview of Forgotten Realms as a setting including history, regions, and Gods. A much more specific detailing of a number of areas within the Sword Coast.
  • A lot of information detailing setting specific versions of PHB races including rules for new mechanical variants:
  • Ghostwise Halflings
  • Svirfneblin Gnomes
  • Duergar Dwarves
  • Tiefling cosmetic options
  • The following new class archetypes:
    • Dwarven Battlerager Barbarian
    • Totem Barbairan Elk and Tiger totem options
    • Arcana Clerics
    • Bannerette Fighter
    • Long Death and Sun Soul Monk
    • Order of the Crown Paladin
    • Mastermind and Swashbuckler Rogue
    • Storm Sorceror
    • Undying Warlock
    • Bladesinger Wizard

Who should buy it: There's a lot of Sword Coast information for DMs who want to play a game in the region but for anyone interested in Faerun as a setting would be better served buying the 3rd Edition Forgotten Realms Campaign Setting which is easy to find used or available on DriveThru. For prospective players, many of the archetypes are reprinted in Xanathar's Guide to Everything. Swashbuckler is a must have option for players who like rogues but is among the XtGE reprints.

Short version: Most of the content in this book is better presented elsewhere. Skippable.

-----

Volo's Guide to Monsters

What is it: A supplementary monster manual/bestiary with flavor excerpts from the perspective of hapless Faerun wandering bard Volo and nigh omnipotent caster Elminster.

What's in it:
  • Extensive sections on the lore, personality, culture, and ecology of the following monsters:
    • Beholders
    • Giants
    • Gnolls
    • Goblinoids
    • Hags
    • Kobolds
    • Mind Flayers
    • Orcs
    • Yuan-Ti
  • Over 120 new monsters with stat blocks including some common creatures and a number of generic NPCs of specific classes
  • 7 new player races:
    • Aasimar
    • Firbolg
    • Goliath
    • Kenku
    • Lizardman
    • Tabaxi
    • Triton
  • Untested options for monstrous player characters

Who should buy this: DM's looking for expanded encounter options or better design and roleplay context for some popular monsters. Players who are interested in playing any of the expanded races or monsters like Orcs, Goblins, or Kobolds without homebrewing from scratch. People who love reading about fantasy monsters, particularly fans of Beholders and Mind Flayers.

Short version: Must buy, especially if you will ever DM. This is both the best value and maybe best written non-adventure book they have released.

------

Xanathar's Guide to Everything

What it is: A compendium of new options and archetypes for players, many reprinted from other materials,some DM advice, options, and clarification on some more common but underexplained mechanics. Dozens of pages of character names for different races including long lists of real world Earth names.

What's in it:
  • The following class archetypes
    • Ancestral Guardian, Storm Herald, and Zealot Barbarian
    • Bard Colleges of Glamour, Swords, and Whipsers
    • Forge and Grave Cleric Domains
    • Dream and Shepard Druid Circles
    • Arcane Archer, Cavalier, and Samurai Fighters
    • Drunken Master, Kensei, and Sun Soul Monk
    • Oath of Conquest and Redemption Paladins
    • Gloom Stalker, Horizon Walker, and Monster Slayer Ranger
    • Inquisitive, Mastermind, Scout, and Swashbuckler Rogue
    • Divine Soul, Shadow, and Storm Sorceror
    • Celestial and Hexblade Warlock including new Invocations
    • War Wizards
  • Tables for randomly generating player backstories
  • Racial Feats
  • Dungeon Master's section notably explaining how to use tool proficiencies, traps, downtime options, and random encounter tables
  • New Spells
  • A Billion Goddamn Names

Who should buy it: Players who want expanded archetype and spell options, or like Traveler style random background generation. The archetypes are WILDLY uneven in power and quality, but Hexblade Warlock and Swashbuckler Rogue are vital for anyone who likes those classes, and this is overall better purchase for players than SCAG. DM's can easily skip this as none of the DM advice or tables are vital. Probably the worst overall value for an expansion book.

Short version: A grudging but necessary purchase for players.

-----

Mordenkainen's Tome of Foes

What it is: Another supplemental bestiary more focused on higher level threats. It includes large lore sections on some famous races and intraracial conflicts in the multiverse. It has flavor excerpts from the perspective of famous Greyhawk wizard Mordenkainen.

What's in it:
  • Deep lore breakdowns on the following races and conflicts:
    • The Blood War
    • Elves (including Shadar'Kai and the Raven Queen)
    • Dwarves and Duergar
    • The Gith
    • Halflings and Gnomes
  • ~140 monster statblocks including Demon Lords tweaked from their Out of the Abyss stats and some powerful named Devils
  • New races Gith
  • New variants for Elves and Tieflings, reprints of Duergar and Svirfneblin

Who should buy it: DM's looking for more challenging monsters at higher level bands, it also fills in some gaps in encounter design like higher level Drow NPCs. DM's looking for story hooks related to the Blood War or the Raven Queen (though they have altered her from previous appearances in a controversial way that I personally dislike.) Players can skip this as all the player subraces except Duergar and Deep Gnomes are available as UA playtest options but I haven't compared to see what if anything changed in print.

Short version: Must buy for DMs, especially those needing a modern primer on the Blood War. Players can skip.

-----

Wayfinder's Guide to Eberron

What it is: A setting book for the pulp-magic Eberron campagin setting focused on the Khorvaire continent. It is only available digitally and is a living playtest document being actively updated.

What's in it:
  • An overview of the tone, history, and key elements of the setting
  • Tips for adapting other D&D material into Eberron
  • A still broad regional exploration of Khorvaire and its politics
  • The religions of Khorvaire
  • The races of Eberron including new races:
    • Changlings
    • Shifters
    • Warforged
    • Kalashtar
  • 12 Dragonmarked houses which function as new racial variants
  • An in depth look at the city of Sharn as an adventure location

What's not in it:
  • Psionics
  • Artificer class

Who should buy it: People who want to see this made into a proper hardcover setting and help give its creator Keith Baker some money. People interested in a setting where magic is common but low power, where players can quickly become notably powerful in relation to the world around them. Unfortunately for fans of the setting, because WotC has their own internal designs and goals for the artificer and psionics, they are not part of these materials. DM's may find more useful material setting material in the 4e and 3.5e Campaign books, but the rules for the setting specific races are useful for players.

Short version: Buy this if you are interested in the setting and/or want to see it become a more fleshed out, physical product.

------

Guildmaster's Guide to Ravnica

What is it: A setting book based on the plane of Ravnica from Magic: The Gathering. It is a high magic megacity setting divided into ten ruling Guilds each with their own regions and purviews based on different aspects of society.

What's in it:
  • An overview of the City of Ravnica and it's guild structure and a broad look at life in the city.
  • New races:
    • Centaur
    • Goblin
    • Loxodon
    • Minotaur
    • Simic Hybrid
    • Vedalken
  • New archetypes
    • Order Domain Cleric
    • Circle of Spores Druid
  • An elabroate breakdown of each Guild, their subculutre, function in society, and relations with other guilds
  • New mechanical system for earning Renown and advancing within your organization
  • New Backgrounds specific to each guild
  • New Guild Spells mechanic, a list of always available spells for casters of that specific guild
  • Maps and descriptions of the Tenth District as an adventure region
  • A section on adventure hooks and complications based on each guild
  • 16 new magic items ranging from good to incredibly powerful
  • A handful of NPC statblocks for each guild including stats for the powerful, high level leader of each guild.

Who should buy it: Anyone interested in an wild and varied cosmopolitan setting that doesn't have to be Sigil. DMs not interested in the setting can still coopt many ideas, items, and monsters from the book including the new Renown system. Players should buy this if they want more racial and background options, like extra lawful clerics, or want to beg their GMs for blatantly broken items.

Short version: A must buy for fans of the setting. A solid buy for anyone just curious about the setting or wants to co-opt a number of aspects from the book.

mango sentinel fucked around with this message at 03:14 on Dec 23, 2018

Cassa
Jan 29, 2009
Gonna jump in and say that 5etools is a super useful resource.

Elector_Nerdlingen
Sep 27, 2004



Because it comes up every month or two, if you are going to run your first game and do the whole character creation thing etc:

Get 3-4 players and you, the DM. Bigger groups are harder to run. Smaller groups have scaling problems with some published materials.

Everyone should read that basic rules primer that Toshimo wrote up in the OP because it's good. You, the DM, should try to read at least the whole combat section of the Player's Handbook, the spellcasting rules section (not the spell lists), and all the class descriptions (but not the level 1-20 powers descriptions). You don't have to remember it all, but you should read it and at least try to remember where things are in those sections.

If you're making characters, everyone should do that together in the same room (or the same group chat I guess). The choices you get to make at first level aren't that complicated really, but they're sure gonna feel that way, so have everyone discuss everything and look stuff up if you don't understand it. I'd really really recommend using the standard array of ability scores for your very first game. There are arguments for and against this that you don't need to care about yet. For now, you could safely assume that you'll avoid some bad outcomes by having everyone start with similar numbers.

I'm going to assume you're running a pre-made published adventure. You should read the first bit of that, and skim the rest so you know what's coming up.

When you play, do not be afraid to stop and look things up when you are all new. There's a bunch of advice out there about making a ruling up and keeping the game moving and not stopping to argue. It's good advice, but it's for people that at least somewhat know what they're doing and this is your first (or one of your first) games. If something doesn't seem like it's going right, you can and should pause and look it up. If you can't figure it out, gloss over it for now and come back to it after the game (ask here, there's lots of people who know all the ins and outs), but really don't be afraid to go "I dunno, let's check" and look it up. So basically, don't get hung up on something you don't understand, but try to understand it before you "make a ruling", and definitely try to figure out the "right" way later.

If something really un-fun happens, hold up a sec. Pause. Was it a rule that caused it (and are you sure you got it right?), or was it a player (or was it you?) If it was a rule, and you got it wrong, you should feel 100% confident to re-wind and do it right, if that's what you want to do. If it was a rule and you got it right, you should also feel comfortable changing the result if it's dramatically un-fun. Then ask here how everyone else dealt with that rule. If a player has caused something un-fun to happen, then the group needs to talk about that after the game. Don't try to solve player problems with character punishments. It never works and everyone turns into an rear end in a top hat.

I don't like to recommend house rules to new players BUT... the early game in 5th ed has lots of opportunities for a character to randomly die when nobody was expecting it. You might not find it happens to you, or you might not think it's a problem, but lots of people do complain about it. People will suggest adding 10, 20, or your constitution score in hit points to your total hit points at first level. Those are all fine and nothing will be ruined if you do any of them. You sure don't have to, but it's not a bad idea if you don't like the idea of "oops, poo poo, died" coming up very often.

Because it's come up again recently for me IRL and then on these forums... Spells in D&D are effectively their own little self-contained rules. There are general rules about casting spells, but when a spell is cast, you should do what the spell text tells you to do, even if that's not what would normally happen in a non-spell version of a similar situation. For example, if a spell tells you to make an attack roll, you make an attack roll and then follow the rest of the spell text. If the text doesn't tell you to, then you don't need to make an attack roll when you cast the spell, even if it's going to do damage to an opponent when it hits.

Elector_Nerdlingen fucked around with this message at 09:48 on Dec 22, 2018

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!
I'll be the resident 3rd party dude and showcase the cool and innovative products being made by people other than WotC.

Tome of Beasts: By Kobold Press. A huge monster manual which adds a lot of new monsters. Is hailed as being the gold standard of products and being more balanced CR-guideline wise than the core Monster Manual.

Midgard Worldbook: By Kobold Press. A cool campaign setting with an emphasis on European folklore beyond Western Europe. Has a host of cool and varied terrain, adventure ideas, etc. I did a comprehensive write-up in FATAL & Friends for it here.

Midgard Heroes' Handbook: By Kobold Press. A massive expansion on new player options for the above setting.

Strongholds & Followers: By MCDM Productions. A comprehensive expansion to domain management and warfare rules.

Ponyfinder Campaign Setting: By Silver Games LLC. In spite of the name is actually dual-statted for Pathfinder and 5th Edition. A well-supported game line deriving heavy inspiration from My Little Pony: Friendship is Magic where the predominant forms of civilization are sapient equine fey.

Ebonclad, A Thieves Guild Setting & Adventures: By Dan Coleman Productions. A new city-centric setting and rules for GTA-style crimes, capers, and heists.

Primeval Thule: By Sasquatch Game Studios. A Conanesque Swords & Sorcery setting in a forgotten age of Earth.

Prepared! By Kobold Press. A series of one-shot, low-prep adventures for GMs short on time.

Prepared! 2: By Kobold Press. The sequel to the above, with moar adventures!

Beyond Damage Dice: Provides a host of new moves usable only with certain weapons (longswords, maces, etc) to give some more diversity of options for martial characters. Note: If you own the Midgard Heroes' Handbook, all of the mechanics here are present in that book.

Shameless Self-Promotion. The Martial Disciple: My attempts at converting a Tome of Battle/Path of War style ruleset to the 5th Edition framework. Figured that many posters here would find this of interest.

Monstrous Races: DM's Guild, by Tyler Kamstra. Converting every monster in the Monster Manual to a balanced PHB-friendly race.

Libertad! fucked around with this message at 10:50 on Dec 22, 2018

BinaryDoubts
Jun 6, 2013

Looking at it now, it really is disgusting. The flesh is transparent. From the start, I had no idea if it would even make a clapping sound. So I diligently reproduced everything about human hands, the bones, joints, and muscles, and then made them slap each other pretty hard.
Posting on the first page to say if you've never run 5e before (and especially if your players haven't) give 'em all at least 10 bonus HP, and probably more if they're playing a martial character.

Let players use different attribute+skill combinations (using Stength instead of Charisma to intimidate someone being the classic example).

If you're playing a Warlock, there's basically no reason to not take Eldtrich Blast and the +CHA buff to it.

Elector_Nerdlingen
Sep 27, 2004



BinaryDoubts posted:

Let players use different attribute+skill combinations (using Stength instead of Charisma to intimidate someone being the classic example).

This sort of thing is why I tell new players to make sure they pause and look something up if it sounds like it doesn't make sense or isn't fun, and I wish that experienced players would check the book properly after the game regardless of if they think they made a good ruling or not. Because (and I'm not saying this is what you're doing here) this exact example frequently appears as someone's "houserule" that they came up with to solve the problem of the big tough guy who "can't" intimidate because of his low charisma.

But it's a real (variant) rule! It's right there in the book, as one of the examples at the start of page 175 under "Variant: Skills with Different Abilities". "Skills with Different Abilities" even appears in the index and points there! If people did even the most cursory check, they'd find this.


e: There's also a bunch of stuff people often drag forward from previous editions which is different now. That's not unique to this game, but it's something worth watching out for. The most common ones I've seen are surprise rounds (don't exist in 5th ed), movement (covered in the OP, you don't have a "move" action any more), saves (each attribute is a save, no fort/reflex/will), spell recovery (read your class description), and goody-two-shoes paladins (Read. Your. loving. Class. Description :argh:)

Elector_Nerdlingen fucked around with this message at 10:44 on Dec 22, 2018

GenderSelectScreen
Mar 7, 2010

I DON'T KNOW EITHER DON'T ASK ME
College Slice
Does anyone know an easy way for me to find my old posts in the last thread? I wanted to see my posts back when I had friends who wanted to play 5e. :smith:

Elector_Nerdlingen
Sep 27, 2004



Hitlers Gay Secret posted:

Does anyone know an easy way for me to find my old posts in the last thread? I wanted to see my posts back when I had friends who wanted to play 5e. :smith:

Click Here

You can find all your posts in a thread by clicking the ? under your avatar. What this does is append your userid to the url in the format "&userid******". You can do this manually in any thread without finding a post of yours, by pasting &userid=161439 (in your case, whatever their own number is for anyone else) onto the end of the address in your browser while viewing the thread you want to find your posts in.

Elector_Nerdlingen fucked around with this message at 10:51 on Dec 22, 2018

SirFozzie
Mar 28, 2004
Goombatta!
Here's a third party adventure/campaign for 5th edition (released in partnership with WotC) that originally was for the original Dungeons and Dragons. Pretty nice way to introduce players to the world (for levels 1-3)

http://goodman-games.com/store/product/original-adventures-reincarnated-1-into-the-borderlands/

They also have the Isle of Dread adventure/campaign available (which is levels 4-7, so you can move seamlessly between the large books.

The kinda cool thing is that they reproduce the old D&D adventure in the large books as well, so you can see what it looked like at start)

SirFozzie fucked around with this message at 11:33 on Dec 22, 2018

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Hitlers Gay Secret posted:

Does anyone know an easy way for me to find my old posts in the last thread? I wanted to see my posts back when I had friends who wanted to play 5e. :smith:

There's a question mark in the bottom left corner of each post. Click one to be amazed.

clusterfuck
Feb 6, 2004


Also as shameless self promotion and because it also comes up every few weeks, here's the Universal Martial Maneuvers homebrew I put together to give all martials more maneuvers and choices. The main point of difference to most other homebrew of this kind is that it's universal, you do not need to be running a new class to use it.

Also it recently creeped into copper best seller.

quote:

An ever growing expansion of martial maneuvers to all classes. Now includes 95 martial maneuvers ranging from Tier 1 through to Tier 5 to suit your campaign level and play style.
Maneuvers range from basic techniques equivalent to the PHB Battle Master maneuvers all the way to Tier 5 abilities that approach the effects of a Wish but draw the ire of the gods.
The limit is the courage of your character.

https://www.dmsguild.com/product/230244/Norts-Universal-Martial-Maneuvers



Claytor posted:

Nort's Universal Martial Maneuvers saves the Fighter by killing the Battlemaster. You can play any other Fighter archetype and still use the Battlemaster's maneuvers.
In fact, the Battlemaster's maneuvers are made available to every character.
Fighters get the most maneuvers, the most dice, and the biggest dice, and regain all of their dice on a short rest. Other martial classes get fewer maneuvers, their dice are fewer and weaker, and they only regain one die on a short rest. Casters get a few maneuvers later in the game, with a few small dice which recover one at a time on a short rest.
The idea is that Fighters and other martial classes benefit from a variety of new options, while casters might pick up a couple of utility abilities for battlefield healing or a quick AC boost.
Maneuvers themselves get broken up into five tiers, with Fighters getting Tier 5 maneuvers earlier than other martial classes and casters topping out at Tier 3.
The maneuvers themselves get a bunch of additions and alterations. Some maneuvers gain advantage or extra effects if you have the right skill proficiency or weapon.

clusterfuck fucked around with this message at 09:23 on Dec 23, 2018

hangedman1984
Jul 25, 2012

So I am about to start running a new 5e game soon. Fluffwise I don't really like short rests taking an hour, would it gently caress things up too bad mechanically to reduce a short rest to 15 minutes?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

hangedman1984 posted:

So I am about to start running a new 5e game soon. Fluffwise I don't really like short rests taking an hour, would it gently caress things up too bad mechanically to reduce a short rest to 15 minutes?

That's a good idea, actually

The thing to keep in mind is that the game expectd you to do one Short Rest between every two combats, but you can justify that however you want

Gharbad the Weak
Feb 23, 2008

This too good for you.
Every two fights, wave your hand and say "Y'all got a short rest"

Edit: I'm not sure if we should include common Running The Game questions/answers or not. Things like "Don't start at level 1 unless you give them extra HP" and stuff. It'd be nice to just see it, but they'll probably ask in the thread, anyway.

Gharbad the Weak fucked around with this message at 14:34 on Dec 22, 2018

inthesto
May 12, 2010

Pro is an amazing name!
So one of my players is being guest DM for a sidequest, and since he doesn't know the rules very well, I'm in charge of preparing and running the fights. He wants to do a fight on a boat, and I suggest that a kraken attack the boat while they're fighting off pirates.

How do you actually do naval combat? I know the rules for boats in 5e are garbage, so I'm hoping for some homebrew stuff that will make the players feel like they're trying to fight on a boat while a titanic squid is trying to eat them.

Big Mouth Billy Basshole
Jun 18, 2007

Fun Shoe
I started playing 5e about 2 months ago, and I've been having fun. I think our group is going to run Eberron adventure league next year, which looks like a fun setting.

Xae
Jan 19, 2005

Gharbad the Weak posted:

Every two fights, wave your hand and say "Y'all got a short rest"

Edit: I'm not sure if we should include common Running The Game questions/answers or not. Things like "Don't start at level 1 unless you give them extra HP" and stuff. It'd be nice to just see it, but they'll probably ask in the thread, anyway.

If you've got brand new players another way to handle level 1 is to make level 1 a very explicit babies first D&D session. You run a very small mostly on rails adventure with a high level chaperone along who drops hits where they solve some small mystery and have one pretty easy fight. You end the session by having them level up and walking them through the process.

Tetracube
Feb 12, 2014

by LITERALLY AN ADMIN

Libertad! posted:

Tome of Beasts: By Kobold Press. A huge monster manual which adds a lot of new monsters. Is hailed as being the gold standard of products and being more balanced CR-guideline wise than the core Monster Manual.

Creature Codex also, which imo is better than Tome of Beasts

Libertad! posted:

Ponyfinder Campaign Setting: By Silver Games LLC. In spite of the name is actually dual-statted for Pathfinder and 5th Edition. A well-supported game line deriving heavy inspiration from My Little Pony: Friendship is Magic where the predominant forms of civilization are sapient equine fey.

hmm... no

Tetracube
Feb 12, 2014

by LITERALLY AN ADMIN
Also, plugging my own creations:

-Random Character Generator
-Statblock Generator
-Rules for Monster-Cooking
-Other Miscellaneous Stuff

Tetracube fucked around with this message at 16:13 on Dec 22, 2018

disaster pastor
May 1, 2007


AlphaDog posted:

"Skills with Different Abilities" even appears in the index and points there! If people did even the most cursory check, they'd find this.

To be fair, nobody in my playgroup checks the PHB index any more because it's frequently frustrating to try to deal with.

mastershakeman
Oct 28, 2008

by vyelkin
Are there any abilities that let you use your reaction for extra movement?

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

mastershakeman posted:

Are there any abilities that let you use your reaction for extra movement?

Yes. Scouts (Rogue archetype) get this:

Skirmisher
Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Gharbad the Weak
Feb 23, 2008

This too good for you.

Xae posted:

and have one pretty easy fight.

I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit.

I mean, you could throw actual rats at them.

Edit: "Ok, guys, for this first session, monsters don't crit, they only hit on a 20" would be... a way to handle that.

Admiral Joeslop
Jul 8, 2010




Gharbad the Weak posted:

I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit.

I mean, you could throw actual rats at them.

Edit: "Ok, guys, for this first session, monsters don't crit, they only hit on a 20" would be... a way to handle that.

Or just don't tell them you rolled a crit, and pretend you didn't.

mastershakeman
Oct 28, 2008

by vyelkin

Toshimo posted:

Yes. Scouts (Rogue archetype) get this:

Skirmisher
Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
That's interesting. I'm trying to think of a way to house rule to let martials bodyblock for allies on enemy turns and can't quite come up with it, but that ability is definitely a start

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Gharbad the Weak posted:

I'd be way too nervous about sending a really weak monster, and then that monster crits and does enough damage to down a PC. A kobold critting and then rolling well (even if it's a low chance, it's going to happen to someone) would down anyone at or below 12 HP. A d8 hit point class will have, unless there's some trickery involved that I'm unaware of, a maximum of 12 HP, assuming the Rogue decided to floor it on constitution. 2/3rds of level 1 classes have a maximum hit point level of 12 or below. Kobold is a CR 1/8th, and there's at least one 1/8th creature that rolls d8+1 for damage. There are a few CR 0 creatures that can one-shot dudes on a crit.

I mean, you could throw actual rats at them.

Edit: "Ok, guys, for this first session, monsters don't crit, they only hit on a 20" would be... a way to handle that.

That’s what the high level chaperone is for. You’re controlling the monsters. You can make the tank hold aggro. You can give the high level support the tools to prevent deaths. It’s okay if someone gets knocked unconscious in round 2 of a 2 round fight.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Admiral Joeslop posted:

Or just don't tell them you rolled a crit, and pretend you didn't.

Yeah I did this twice in early LMoP for my group of newbies last year. By the time they got to wave echo cave I was pulling a lot less punches. Getting your head around RPG combat is hard enough at first without even more RNG fuckery.

Reveilled
Apr 19, 2007

Take up your rifles
My dad has expressed interest in playing D&D again, and is trying to get some of his old friends together for it, I’ve agreed to DM. Because I’m a player in another game I don’t want to go reading descriptions of all the published adventures for fear of spoiling things if my game’s DM runs them, so I’d like a recommendation. They played basic and 1st AD&D, so I’m after an adventure with very light RP (their idea of RP is “I stab my dagger through the innkeep’s hand and yell “where is the dungeon?!”) and a massive gently caress off huge dungeon.

What would fit?

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Reveilled posted:

My dad has expressed interest in playing D&D again, and is trying to get some of his old friends together for it, I’ve agreed to DM. Because I’m a player in another game I don’t want to go reading descriptions of all the published adventures for fear of spoiling things if my game’s DM runs them, so I’d like a recommendation. They played basic and 1st AD&D, so I’m after an adventure with very light RP (their idea of RP is “I stab my dagger through the innkeep’s hand and yell “where is the dungeon?!”) and a massive gently caress off huge dungeon.

What would fit?

I’d run Lost Mines of Phandelver to get then to 5 then turn them loose in the Dungeon of the Mad Mage.

LMoP is easy to run/play and has plenty of hooks you can use to send them to Waterdeep for the mega dungeon. I think there’s a mysterious map they find; it could be a map of the first level of the dungeon.

Kaysette fucked around with this message at 17:48 on Dec 22, 2018

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Remember the exact page you can point to for "Finesse melee gets DEX on damage" so you can have it open already the moment a GM says "DEX for melee damage? That doesn't sound right." and avoid being told "We don't want to derail the game, just deal with it for now." Even goofball run for entertainment games like The Unexpectables done by Team 4 Star run into this for whatever reason.

Poisoned status is insane in 5th edition, so be mindful of it as something to throw at the players. It's disadvantage on attack rolls and ability checks (Which won't hinder your Vs Save casting :v: ). I expect this as much as anything is why straight up "Poisoned" as a status is single digits super loving rare as far as I can recall.

Section Z fucked around with this message at 17:54 on Dec 22, 2018

punishedkissinger
Sep 20, 2017

I wish the martials had better ways to "hold aggro". I vaguely remember 4e having some mechanics to do this. Any ideas on moving them over or implementing new ones?

King of Solomon
Oct 23, 2008

S S

Section Z posted:

Remember the exact page you can point to for "Finesse melee gets DEX on damage" so you can have it open already the moment a GM says "DEX for melee damage? That doesn't sound right." and avoid being told "We don't want to derail the game, just deal with it for now." Even goofball run for entertainment games like The Unexpectables done by Team 4 Star run into this for whatever reason.

Poisoned status is insane in 5th edition, so be mindful of it as something to throw at the players. It's disadvantage on attack rolls and ability checks (Which won't hinder your Vs Save casting :v: ). I expect this as much as anything is why straight up "Poisoned" as a status is single digits super loving rare as far as I can recall.

Why is this even a sticking point for people? Dex as a damage scaling stat isn't even uncommon among games.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

kidkissinger posted:

I wish the martials had better ways to "hold aggro". I vaguely remember 4e having some mechanics to do this. Any ideas on moving them over or implementing new ones?

quote:

Challenge: As a Bonus action, you may issue a challenge to a creature you can see. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty increases by 1 at character level 5, 9, 13, and 17. The challenge lasts for 5 rounds. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them.

Give that ability to anyone who wants to "tank".

EDIT: changed the duration to a flat amount

gradenko_2000 fucked around with this message at 18:25 on Dec 22, 2018

nelson
Apr 12, 2009
College Slice

kidkissinger posted:

I wish the martials had better ways to "hold aggro". I vaguely remember 4e having some mechanics to do this. Any ideas on moving them over or implementing new ones?
Why? Are the opportunity attack rules and the Sentinel feat not good enough?

GenderSelectScreen
Mar 7, 2010

I DON'T KNOW EITHER DON'T ASK ME
College Slice

Beer4TheBeerGod posted:

There's a question mark in the bottom left corner of each post. Click one to be amazed.

Of course I knew that; I was wondering if there was an easy way to find posts when you hadn't posted in years so going to the first or last page wouldn't help. :rolleyes:


AlphaDog posted:

Click Here

You can find all your posts in a thread by clicking the ? under your avatar. What this does is append your userid to the url in the format "&userid******". You can do this manually in any thread without finding a post of yours, by pasting &userid=161439 (in your case, whatever their own number is for anyone else) onto the end of the address in your browser while viewing the thread you want to find your posts in.

Thank you very much. I'll make use of this for future locked threads.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

gradenko_2000 posted:

Give that ability to anyone who wants to "tank".

Why even have all that duration nonsense? 5 rounds is effectively forever, already.

Admiral Joeslop
Jul 8, 2010




nelson posted:

Why? Are the opportunity attack rules and the Sentinel feat not good enough?

You get one opportunity attack per round, and taking Sentinel delays your To Hit. If you're fighting a single monster (which will not be a threat to a full party unless it is really customized) and have other ways to negate the loss of a +2 to your ability score, those two combined are great.

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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

King of Solomon posted:

Why is this even a sticking point for people? Dex as a damage scaling stat isn't even uncommon among games.
I wish I loving knew. But even friends of mine who LOVE such things and are familiar with such mechanics have had to regularly be reminded "You get to use DEX damage, you know." between lulls in gaming.

I thought it was just my friends being forgetful until I saw it a couple other times, but only the Unexpectables one really stuck as a specific in my mind.

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