Well if everything goes as planned, I will get to play some
5th edition D&D this weekend. That means I need to dive into the
Player’s Handbook for this edition.
The Player’s Handbook for this edition is damn descent. It is
more user friendly than the previous edition when it comes to character
creation. This edition has a quick and easy method for character creation. If
you want a guy made fast then it gives you the skills you should take, the
ability scores that are priority, gives you a list of weapons/gear to choose
from and even lists skills/abilities/spells that you should use. This makes it
super easy for new players (or lazy ones) to get a character going quickly.
Speaking of character creation, the option to play whatever
with whatever is still a thing. You want a dwarf wizard? Go for it! A gnome
berserker? No problem! I am a big supporter of that as it allows for the player
to be what they really want to play. I do not miss the class/race
restrictions.
Speaking of class and race the usual suspects are all here:
fighter, thief, cleric and wizard. Plus there are bards, druids, warlocks, and
sorcerers. You The fun bit is that eventually like level 3 or 4 you choose an
off shoot of the class you have and become a bit of something else. You want a
fighter that can cast spells? How about a rouge that can throw magic? A druid
that is a shape shifter? A deadly assassin? There are a descent amount of
choices to tweak your guy as he/she levels.
The race are standard with humans, elves, dwarves, halflings, half-elves and gnomes. Back again this edition
are the dragonborn and tiefling. The half-orc also makes
in into the starting players handbook. Now there are race choices
for races of dwarves, halflings, gnomes and elves. The
various races give some various buffs and abilities. They even have the drow as a playable race. This is now seems more fan boy than
the dragonborn. Humans get the shaft as do half-elves
and half-orcs because there are no race options.
There are archetypes and motivations to flesh out your
character as well. They are not necessary, but they give players options and a
few abilities/gear. It if good for people who want to
quickly build or flesh out their character. I didn’t spend much time looking
into these, as I sort of know what I already want to play.
The spells/ skills and gear sections are standard fare. The
usual list of stuff and what it does. Not a lot of new and exciting here.
The section on actually playing is straight forward. Sure
there will always be events that come up that are not covered, but it should be
easy to roll with on the fly. The big new fun item is the whole
advantage/disadvantage bit. If you have advantage on a skill, attack, event,
etc. then you roll tow D20 and take the highest roll. If you have disadvantage
then the same applies, but you take the lower of the D20 rolls. It gives a new
twist on being not skilled or proficient with items. Sure you can swing that
battle axe with your thief, but you'll be rolling at disadvantage. A great
mechanic and better than just, "Nope you can't do that."
If there is a down side to the
Player's handbook it is the artwork. It is pretty abysmal. I guess Piazo grabbed
all the good fantasy artists or something. Seriously I haven't seen D&D
artwork this bad since 2nd edition.
What the frak is this? |
Kill it! Kill it! Whatever it is! |
So what am I rolling up?Well I'm
looking at a warlock. A half-ork warlock. Why? Since they have ability score
bonuses that do not help spell casting why choose that? Well I like the class
spells and abilities.
I also have seen the Warlords of Draenor commercial a ton and Gul'dan and his look appeals to me. So' i'm gonna try a half-ork non-Gul'dan but Gul'dan warlock.
I find non standard characters make the most fun characters. :)
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