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Ok, after reading the basic document, that details how abilities scores, exploration, combat, equipment and spells work, here are my impressions:

· The most important addition is called advantage/disadvantage. These conditions make you roll a second check when you have an advantage or a disadvantage over something. If you have an advantage, you take the higher roll, and if you have a disadvantage, you take the lower roll. All of the conditions (blind, charm, deaf, fear and such) fall in this category, and some combat mechanics too.
· Rounds are simplified. You no longer have move actions, full-round actions, standard actions, swift actions and so on. You now only have an action (attack, cast a spell, hustle and more) and you can move as part of that action (movement itselft is not an action unless you hustle, in which you move up to your double speed). Most of the old move actions are either free now or reduces your overall speed for that round (for example, standing up while prone counts as a movement of 5' for your total speed when move).
· 1s and 20s are simpler. In combat, if you roll 1 (before adding modifiers), you automatically miss. If you roll 20 (before adding modifiers), your attack is a critical hit (although the rules don't say if you automatically success in the hit). And the critical hit maximize EVERY roll you have to do in that attack. For example, a rogue scoring a critical hit maximizes the weapon damage AND the sneak attack (in 3rd-4th, the critical hit adds another weapon dice damage, and additional die from bonus sources didn't get this bonus).
· Hit points. You start with your Constitution score plus your Hit Dice. And every time you level up you roll another Hit Dice. But, if your Constitution modifier is higher than the result from the Hit Dice, you add the modifier instead (for example, a wizard with a d4 Hit Dice and a +5 modifier in Constitution ALWAYS add +5 to his hitpoints, except in the first level).
· Every ability score has a saving throw. There are no more Fortitude, Reflex and Will, now they are Strenght saving throw, Dexterity saving throw and so on. Dexterity, Constitution and Wisdom are pretty much like Reflex, Fortitude and Will, but the others are used to defend againts things that affect that score.
· Stealth rework. They have reworkerd the entire Stealth system. I like the new system, but basically now you have to make sure you are not spotted AND you don't make noise. They added additional conditions, like being in an obscure area, or being behind a cover.
· Rest. Rest is divided like in 4th edition, but now every time you make a short rest you can expend healer's kit to restore a certain amount of hitpoints using your Hit Die (you can choose who many Hit Die want to use to heal). Making a long rest (you can only do one once every 24 hours), you recover all hitpoints and Hit Die used.
· Armors. Light, medium and heavy armors like before, but now light armors add your entire Dex modifier, medium armors add HALF of your Dex modifier and heavy armors don't add your Dex modifier. And heavy armor reduces your speed in a fixed quantity.
· Weapons. Basic, finesse, martial and heavy for melee weapons and simple and complex missile weapons. Finesse weapons allow you to use your Dex modifier instead of your Strenght mod if you want, and heavy weapons can't be used by small characters.
· Spells. They have restored the spell slot system from before 4th edition. But, there are differences. Spells that requires an attack roll use your associated ability modifier (Int for Wizards and Wis for Clerics) to both attack and damage rolls. The old 0-th spells, called now minor spells, from 3rd/3.5 can be cast at will (like in Pathfinder), but now you know a limited amount of them. In fact, some old spells from higher levels now falls in this category, so you can spam magic missile over and over every round.
· The monsters grant now a fixed amount of EXP, instead of the nonsensical challenge rating from 3rd edition (in 4th Ed they also granted fixed amounts).
· The EXP needed to level up is higher now. According to the premade characters, they doubled the EXP needed from 3rd edition.
· They added subraces. I don't know if there are differences, but it seems you can choose between hill dwarf and mountain dwarf (right now there are only premade characters).
· They added backgrounds to your characters, which grants you bonus features and skills, and they have added themes (like 4th edition), which grants you bonus feats.

Right now, I like these changes more than 4th edition. We will see how this works in the future...
Post edited May 25, 2012 by Ghildrean
5e is going to be a failure. Bonuses are completely borked, the only question remaining is whether they're going to be borked from level 5 or right from the start. Mundanes will drool as they did in 3.x. Alignment is back with a vengeance, worse than ever.

Most importantly, the "modularity" of the system just means houserule explosion. Meaning whenever you would join a new 5e table, you would have to learn the rules from the start, hello worst part of 2e.
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klaymen: www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20120109

A few moments ago WotC have announced open playtest of the new edition for DnD. They will gather opinions from players and try to act according to them, at least so they claim.

When I wanted to start with DnD, they announced a new edition. Oh, well. At least I did not buy any 4th ed rulebooks yet.

So, whaddya think?
/discuss
I've been playing since basic DND, I did not particulary like 4th edition, but their best idea came from Minions. Absolutely brilliant! I might check this out. Thanks for the heads up.
WotC is treating the D&D franchise like EA is treating its sports games.

I would be disappointed if I cared. But I don't - for me, D&D always felt clunky and cobbled together, and I preferred almost every other system over it.
Someone actually looked at the betatest Terms and Conditions and....

http://paizo.com/forums/dmtz5sfi?Im-not-playtesting-anything-with-these-terms-and

Quite amusing stuff.
I love the part about having to agree to allow WOTC to act as your attorney!
Reasonable, sensible, and expected:

"Feedback submitted by you to Wizards via any medium is deemed a work-made-for hire as defined in the Copyright Act (17 U.S.C. §201) and owned by Wizards."

This means if you submit the feedback, Wizards owns that feedback and will not pay you for it whether or not they wind up using it. This is how public playtesting has worked since the concept was invented. If you have a problem with this, don't submit feedback.

"...Wizards may execute the aforementioned documents as your attorney in fact, which appointment will be irrevocable for this sole purpose."

You need to actually go in and read the clause this is from. Not enough was posted to understand what's going on here. This is if your employers gets it in their heads that your feedback is somehow company property (Legitimate employers rarely try to pull this, at least for something as obviously benign as this, but this is a real thing that happens.), and you get sued for trying to let WotC take possession of the feedback. Presumably this representation would be free as it is in WotC's best interests. (This is doubtless not the only time this clause might be needed, but it is the only one off the top of my head).

Also the 'for this sole purpose' bit is also kinda important.

Now for the bullshit:

"You are welcome to run the D&D Next playtest at home. However, all members of the group must follow the official sign-up process at DNDNext.com and agree to the terms and conditions for playtesting."

Unreasonable. And frankly kills a lot of the participation WotC might otherwise have gotten. Not that it matters to me personally since my players live on both coasts of the United States and two other continents.

"you may not run an online game on third parties sites at this time"

Hm... this kinda matters to me. So this kills Roll20, IRC, email, forums... and any possibility of my getting my group in this. That really just leaves Virtual Table.

"you will not be able to run a playtest using the Virtual Table. "

...

Well played, Boilerplate writer. Well played.

"...playtesting is not permitted at conventions unless run by Wizards of the Coast. "

Sadly expected, given the sign up process they want you to go through and the other clauses mentioned above. The fact that it's expected at this point, doesn't make it sabotage the playtest any less.

The public DnD Next rules has made me more excited about DnD than I have been in ten years, and I will not be signing up for this playtest.
Yeah I remember reading some of that and immediately dropped interest in the whole thing...

However currently the D&D next basic rule set can be downloaded for free (how nice of them) Here

I've glanced over the rules, it looks like what Paizo did with 3.5. Clean up the rules a little, no dead levels, classes are a little stronger... a little more simplified.

But there's also references to powers that need resting between battles so they didn't let all of 4th die away.

So it's basically 3.75 except done by WOTC... And it's still basically D20 so they will still push maps and miniatures on you.
I have never played DnD but from what I've seen and read it seems like something really fun and interesting. The only problem is that I don't know what things to buy or how to start, and it doesn't look simple.
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GreenDigitalWolf: I have never played DnD but from what I've seen and read it seems like something really fun and interesting. The only problem is that I don't know what things to buy or how to start, and it doesn't look simple.
If you want to play an older edition, probably go on Ebay and buy a D&D lot from someone, probably they are retiring and don't want the books anymore and will usually include 3-10 books. The only things you 'need' to play is the players handbook and some dice. Truthfully if you don't mind using the SRD, you can forego even the book and just worry about getting dice.

If you want a game you can build on your own or uses a unified rule system, Gurps or HeroSystem are better. If you want more Roleplay and less fighting mechanics, OVA is a good choice. BESM I could never get into.
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GreenDigitalWolf: I have never played DnD but from what I've seen and read it seems like something really fun and interesting. The only problem is that I don't know what things to buy or how to start, and it doesn't look simple.
You can also get some free books here,
http://rpg.drivethrustuff.com/browse.php?filters=0_2140_0_0_0&pfrom=0&pto=0
Personally of all DnD rulesets, i like the most 3,5. Or even the first ed for its simplicity.

..i dont know anything about the 5th edition, but i really wasnt keen on the 4th ed.
Post edited July 07, 2014 by iippo
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GreenDigitalWolf: I have never played DnD but from what I've seen and read it seems like something really fun and interesting. The only problem is that I don't know what things to buy or how to start, and it doesn't look simple.
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rtcvb32: If you want to play an older edition, probably go on Ebay and buy a D&D lot from someone, probably they are retiring and don't want the books anymore and will usually include 3-10 books. The only things you 'need' to play is the players handbook and some dice. Truthfully if you don't mind using the SRD, you can forego even the book and just worry about getting dice.

If you want a game you can build on your own or uses a unified rule system, Gurps or HeroSystem are better. If you want more Roleplay and less fighting mechanics, OVA is a good choice. BESM I could never get into.
Thanks for the help :)

Do you think that using the SRD limits a lot the experience?
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GreenDigitalWolf: Thanks for the help :)

Do you think that using the SRD limits a lot the experience?
Not really. The book may ease you into the game a little more, but it's a lot more wordy. In a group or playing, usually you're interested in the raw rules to cover a specific action/fight, and for leveling up. Once you get the basic feel of the system it doesn't really need all the half-fluff it adds in that's both lore and lore-less, vaguely based on Tolken.

The only thing to be really careful of are the rules that are commonly mistaken and done wrong. Attacks of Opportunity (3.0 and on), and mundane crafting (better described in 3.0, 3.5 but not pathfinder).

If you really want to read the book, I say get ahold of a PDF and read it. PDF's are almost useless at the table unless they are pre-rendered (making them 10x-20x larger) and you know where a specific entry is located in the book. If it isn't pre-rendered it takes like 30 seconds per page to render them (on a tablet. On a laptop, a couple seconds), making flipping through the book too slow for casual use or during a game.

The basic SRD's on the otherhand you can download and are about 2 Megs big, easy to search, and well formatted for quick use. If you want lore and fluff, ask the DM/GM for his campaign setting and any history he has for his world, and any references he wants you to go to regarding his world.

<span class="bold">SRD</span>

Pathfinder <span class="bold">SRD</span>


edit: Reminds me. The Pathfinder SRD you can download (archived as a site-download rar) which covers the older version from a couple years ago. It's riddled with a bunch of stuff, but I have a script that deals with that and makes it more managable (although it takes a little time, best done on a ramdrive). Let me know.
Post edited July 07, 2014 by rtcvb32
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GreenDigitalWolf: Thanks for the help :)

Do you think that using the SRD limits a lot the experience?
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rtcvb32: Not really. The book may ease you into the game a little more, but it's a lot more wordy. In a group or playing, usually you're interested in the raw rules to cover a specific action/fight, and for leveling up. Once you get the basic feel of the system it doesn't really need all the half-fluff it adds in that's both lore and lore-less, vaguely based on Tolken.

The only thing to be really careful of are the rules that are commonly mistaken and done wrong. Attacks of Opportunity (3.0 and on), and mundane crafting (better described in 3.0, 3.5 but not pathfinder).

If you really want to read the book, I say get ahold of a PDF and read it. PDF's are almost useless at the table unless they are pre-rendered (making them 10x-20x larger) and you know where a specific entry is located in the book. If it isn't pre-rendered it takes like 30 seconds per page to render them (on a tablet. On a laptop, a couple seconds), making flipping through the book too slow for casual use or during a game.

The basic SRD's on the otherhand you can download and are about 2 Megs big, easy to search, and well formatted for quick use. If you want lore and fluff, ask the DM/GM for his campaign setting and any history he has for his world, and any references he wants you to go to regarding his world.

<span class="bold">SRD</span>

Pathfinder <span class="bold">SRD</span>

edit: Reminds me. The Pathfinder SRD you can download (archived as a site-download rar) which covers the older version from a couple years ago. It's riddled with a bunch of stuff, but I have a script that deals with that and makes it more managable (although it takes a little time, best done on a ramdrive). Let me know.
Thanks for all the information.

Just one more thing; a couple of friends and I played Hunger Games using just one 6 sided dice and our imagination. We had tons of un, so then we played other stories, like a zombie apocalypse. I think that maybe we wouldn't have as much fun if we needed to follow some rules, get to do calculation, check stuff; in other words, prepare more. Maybe we would have even more fun, I don't know. Do you think that playing D&D would be worth it? I know that this depends a lot on every peson, but maybe you had a similar experience.