Fifth Edition Dungeons and Dragons Player's Handbook Released
New submitter GammaKitsune writes: "The Player's Handbook for the fifth edition of Dungeons and Dragons, formerly known as "D&D Next," released today to major bookstores and online retailers across the U.S. The Player's Handbook, which contains core rules for gameplay and character creation, is one of thee core rulebooks that developer Wizards of the Coast plans to release in 2014. The Monster Manual is scheduled to release in late September, and the Dungeon Master's Guide will release in mid November. Also out today is the first of two adventure modules in which players team up to battle against the dragon goddess Tiamat.
Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released.
Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released.
no thanks
Characters have to have Flaws?
I'll stick with 2nd edition, and let all of the people that have to have flaws keep wasting cash.
_ _ _ Go for the eyes Boo! GO FOR THE EYES!
I have basically liked all the D&Ds, so I'm a little biased. I even liked 4e, although I recognize that it was a very different kind of game in a lot of ways from the others.
But basically, if you liked D&D pre-4e, and hated 4e, 5e may be what you were looking for. It's a much cleaner system than 3e/3.5e/PF; simpler and clearer. It's not as complicated in some ways. It doesn't have nearly as much detail in the rules, it doesn't have as many formal definitions. But it's clearer and easier to read. And before you dismiss "easier to read" as unimportant, consider: I spent about 10 years on an ISO language standards committee. I assure you, I'm not afraid of formal language. But I like 5e's system better.
Most of the bonus stacking rules are gone, replaced by a mechanic called "advantage/disadvantage". If you have advantage or disadvantage on a roll, you roll 2d20 and take the higher or lower respectively. If you have neither or both, you roll normally. Most things that used to be +2-+4 bonuses of various types are now "advantage", and most things that used to be penalties are now "disadvantage". In practice, you get similar results with a lot less addition, and without having to check the bonus types of 8 different modifiers to figure out which ones stack.
Everyone I know who's played it has been really happy with it so far. The system is much less focused on trying to resolve every possible question; instead, the assumption is that the DM is not an idiot and is not playing maliciously. If you tend towards adversarial player/DM relationships, avoid 5e; it's not designed for that, and it would be horrible. But if you are playing with people who are basically clear on the idea that games are meant to be fun, and who can cooperate without epic rules battles, this is probably the best D&D ever.
The anon coward's "MMO Crap" comment is well past "baseless" into "completely incoherent". 4e had a few traits that sort of, if you squinted just right, looked like it was MMO-oriented, but mostly it was more like wargames than like any MMO I've ever seen. 5e is pretty much like a cross between 3e and Rules Cyclopedia D&D, with a much cleaner and simpler rules set, and a lot more interesting flavor to things.
Other things:
Lots of the "missing" complexity is rumored to be in the DMG as optional rules.
Casters as a whole are significantly nerfed compared to 3e, or for that matter compared to any previous edition. (Max-level caster? You get a ninth level spell per day. Use it carefully.)
There's some really crazy Internet drama about some of the consultants, which is best ignored, and has no basis in reality.
My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
This is not a troll but I heard people play pathfinder now not DnD, major groups have moved over. Is that true or propanda?
I mean really.
Long time d20 (and variants) player here. Not as long as some, but long enough to have played 2nd Edition when it was still current.
IMHO, 5th Edition's success will come down to their acceptance of the OGL (Open Gaming Licence), which we will discover in the coming days. All signs point to no, but Wizards might surprise us yet.
For those who don't know, the OGL was introduced in the 3rd edition (and continued its minor update, v3.5) of D&D. It was truly revolutionary. The OGL not only permitted players to redistribute the base rule system as they wished, including publishing it online for free almost in its entirety, but empowered players, writers, and campaign masters to edit, change and adapt the rules as they saw fit -- and publish those changes, as long as they too were under the OGL. It's open source for gaming systems.
One of the leading benefits of this was the publication of "Adventure Paths". As the OGL did not cover game worlds, only the mechanics and rules of the game, any writer or publishing company with a solid working knowledge of the game could create, publish, and distribute (freely or for profit) their own adventures, rules variations, optional mechanics, and thousands of various changes. One of the leading companies was Paizo, who specialized in publishing these so-called Adventure Paths. They were not the only ones. For example, I personally published a Pathfinder flavoured novel about a kobold, "Ren of Atikala", set in the original world of Drathari (oblig. plug: http://www.amazon.com/dp/B00EZ...). Using the OGL, I am able to legally use, alter, and draw inspiration from the rules and mechanics of OGL-licensed publications and create original works.
As I said earlier, it's open-source for gaming systems.
Between 3rd edition and v3.5, this was the state of D&D for almost 8 years, until June of 2008, when D&D 4th Edition was released. Unfortunately, D&D 4th Edition used a different version of the OGL, which was much more restrictive in what it permitted players, authors, and creators to edit, change, and redistribute (IIRC, it was essentially, "you may only reprint the *name* of the rule, and then reference the Player's Handbook", which meant if you were playing Star Wars you had to look up Power Attack in the D&D Player's Handbook... ugh).
Because of this change, and the simplifications made to the rules system which were often disfavourably compared to a video game, many players took a distinct, sight-unseen dislike to 4th Edition.
This restrictive change to the OGL also strongly disinsentivised Paizo from publishing Adventure Paths. After some internal discussion, it was decided that 4th Edition was not for them, and released a revised version of v3.5 of Dungeons and Dragons, known as the Pathfinder RPG (sometimes informally referred to by the player base as D&D v3.75), specifically intended to be backwards compatible with v3.5 of Dungeons and Dragons material. It was published shortly after 4th Edition's debut.
For many reasons -- a feeling that v3.5 was "good enough", Paizo's open-beta policy and staunch support of the OGL even for expansion books, and for viewing companies such as Green Ronin as allies rather than competitors -- Pathfinder has flourished in the wake of the relatively-poorly received 4th edition and is now a common staple at Roleplaying conventions and tabletop gaming communities, where previously only Dungeons and Dragons was played.
D&D Next seems, to me, to be squarely aimed directly at bringing Pathfinder converts back into the fold, promising to address some of the issues in both 4th Edition and Pathfinder, by providing a linearly scaling advancement, reducing preparation time for Game Masters, and simplifying many poorly thought out and complicated legacy rules which most players will admit probably need to go.
For me, though, D&D Next will live or die the same death 4th Edition did, based on its acceptance of
Check out my sci-fi book "Lacuna" at http://goo.gl/MVxX8
Does this mean that the Basic Rules that WotC made available for free a few weeks back are no longer legitimately available for free?
http://www.imore.com/get-dd-ba...
Looks like the WotC 5E page says they're $20 now.
Time to move on.
Hello, I wrote a cool PNP RPG back when I was a teenager, and I played it with my friends in highschool for years. I wanted to make money on it, so I tried to make the world's first MMORPG in 1992, but quit when Ultima Online came out in like 98 or 99. Much later I realized, a live game master RPG genre could take off with a game master network and even paid game masters. So I made www.abcrpg.com. The problem I encountered is that I could get a group of people to play online. My online system isn't terribad, but it still needs debugged more.
I was thinking of dusting off my old books, solidifying the lore in a way that is solid, and then publishing the RPG. The problem I have is: How would I make any money at all on this? If I made any amount of money on it, I could spend my days making new adventures and polishing the online gaming engine. It is a good game, but I have no idea how to monetize it. Can a little guy make it today?
My only tactic would be to finish the rules, and then charge people 0.50-1$/hr to play the game with me as a live game master with my online game master network. Anyone have a better idea? The game was called Intergalactic Bounty Hunter.
God spoke to me
The best edition of D&D was the first edition of AD&D, and I'm sticking to it.
File under 'M' for 'Manic ranting'
Most people make money online with ads.
Troll is not a replacement for I disagree.
D&D was essentially window dressing to allow for crunchy combat with the same characters over and over again - miniature wargaming linked with a thin story line.
If you're interested in actual role playing, try Fate Core, or Fate Accelerated Edition by Evil Hat (http://www.evilhat.com/home/fate-core/). They got a lot of accolades at the 2014 Ennies (http://www.ennie-awards.com/blog/announcing-the-2014-ennie-award-winners/), and frankly, the game system *rocks*. The best part of any D&D I've ever played was when it *wasn't* just a combat sim, and was more about the *story* than the dice. Fate Core essentially takes that truism, and bakes an entire game system around *that*, rather than just hoping it gets tacked on by GMs and players.
Are you kidding? Today is the absolutely best time to be an indie game system developer, ever.
Back in the day, the only way you could get your stuff into the hands of the players was brick-and-mortar stores, word of mouth, or occasionally mail-order systems in magazines and stuff. That was it.
These days, there's so many online distribution points like DriveThruRPG, Amazon's KDP, iTunes, Google Play, etc that getting your game out there is easy. Just write your game system, publish it on any/all of the above, and bam. There you have it -- distribution, complete. Almost all these retailers allow discounting, promotions, bundling, etc. The amount of promotion tools available is staggering.
You can set your price, including as low as $0.99 for most retailers. If your idea is really good (and you're good at marketing) you can use Kickstarter or Indie GoGo or any other service to bootstrap a little funding. You can create and publish video promotions for free on YouTube. You can get a website for free, or very minimal cost, and run ads on it to bring in a little extra income.
You have total control over the distribution process. You might choose, for example, to make your core rules set available for free, and then charge for supplements. You can make it OGL if you want, or licence it how you want. You can write and publish electronic tools to help run games. You can even create your own game worlds, adventures, or whatever.
And the best thing is? All the tools you need are available for free or for staggeringly low cost. LibreOffice is your free word processing suite, although I recommend you drop $40 on Scrivener (it's like sex, except I'm having it). GIMP can do covers and basic image work well enough, but again, I'd suggest dropping $40 on Photoshop Elements. On DriveThruRPG you can get gaming stock art, templates, images and all kinds of art beautification your heart could desire, all extremely cheaply. When that fails you, there's ShutterStock, iStockphoto, or any number of stock image websites. Failing that: ask artists on DeviantArt to draw exactly what you want. $200-$500 will get you a sweet digital painting from an awesome artist, which is a good investment for something like your Core Rule Book.
We are living in the publishing future.
Check out my sci-fi book "Lacuna" at http://goo.gl/MVxX8
I don't want to be rude, but I must say that http://www.abcrpg.com/ doesn't look like something most people would pay money for.
That this actually *is* news for nerds!
My ism, it's full of beliefs.
I'm waiting for the Duke Nukem edition
Table-ized A.I.
In 5th edition, it's up to the GM to give you a bonus to a saving throw or skill check if your character acts in a way that's in line with his/her backstory, goals, bonds, etc. However, when/if that bonus is given is completely objective. I can see a LOT of fighting during organized play when a character dies due to a failed saving throw or skill check that would have otherwise been made had the GM given an arbitrary bonus based on how well you role played your character.
Paranoia
Easily! When the core mechanic of the combat system is "actions which are more dramatically described by the player are more likely to succeed than less dramatically described actions", the fun is baked in.
Pathfinder kicked the living crap out of D&D5 in terms of sales.
For a good chunk of people now, Pathfinder IS D&D. Congrats to the guys and gals at Paizo.
Chas - The one, the only.
THANK GOD!!!
Levels, classes, spell slots, armor class, superhero hit points, check, check, check. Everything that SHOULD be changed is still there. They've basically gone back to the original rules because that is what people are used to, instead of even TRYING to make a better system. Sigh.
The only thing worse than a Democrat is a Republican.
Biggest issue I see with 5e so far (compared to 4e) is how bland monsters and encounters are. (please don't tell me that I can change it if I wish, I'm talking about D&D as presented by WotC and official adventures). Gone is interesting terrain setup, with 3 types of goblins working together, each having distinct abilities. We are now back to 2nd edition style of
15. Storage room. 1d3+1 orcs. Orc: 20hp, AC 15, sword +5 to hit, 1d8+3 dmg
16. Bedroom. 1 giant bedbug. Giant bedbug: 25hp, AC 16, bite +4 to hit, 1d8+2 dmg
I suppose that part of it is because they removed board as required part of the game, so it is a harder to come up with big number of distinct abilities. Still, as far as 'tactical game', 5e seems to be a complete failure to me so far.
Of course, if somebody hated 4e because of the combat, he will feel different... but if you don't like combat, I don't think that D&D variants are best system out there for you...
I would probably target any market but the existing RPG players market if you do go for it, at least online. Maybe aim at the boardgames market. Online RPG communities are a haunted wasteland/minefield of verboten topics and personal grudges, edition wars, design wars, method wars, and above all else social justice warriors shrieking about rape culture. These aren't generally people you want to engage with - while there are plenty of nice individuals, the nuts rule the roost.
People still play DxD....who knew....
The advantage/disadvantage system in 5th edition simplifies certain aspects of the game. The following article provides math to calculate the probability of a second dice roll being less (or greater) than the first.
For a d20 there is a 0.475 chance that the second dice roll with be greater (or less) than the first.
One would need to calculate the numbers for stacking bonuses to determine which system provides greater odds of success.
Anal tentative twaddle. It's a game people. You establish a probability for an event and roll the corresponding die to determine the outcome. The DM can modify the outcome as necessary. This isn't a statistics class. You're meant to have fun. People seem to forget that.
Well, I'm about a third through the provided free PDFs, and I have to say that I like the tone so far.
Like many others, I thought 4E turned my beloved Roleplaying game into a Rollplaying game. I thought it lost all flavor or character. Ok, and I wigged out over the refresh times for abilities and spells.... It smelled like an MMORPG, which usually doesn't have much actual RP in it. I moved to pathfinder.
I'm finding this PDF to be an easy read though. (Hey Shadowrun 5th edition guys, you could learn something here.) It's full of flavor text, the rules seem easy and intuitive.... I'd play it.
The rules changes seem nice too. I hate rules. I want to focus on the story and the character interactions. I don't want to spend my time looking up bonuses in a chart. I have NEVER used a grenade scatter table in my life. :D
After 4E and Piazo doing such a good job with Pathfinder, I.... might actually give D&D 5E a fresh look. Ew. I said it.
I memorized the 1st edition book. Too old to learn anymore or look things up.
Existing, established system with multiple books 'kicked the living crap out of' new system with only a single one of the 3 core rulebooks available. Color me surprised. /s
I didn't like 4e combat because encounters were so damn slow. 5e may have removed many of the tactical elements that 4e had, but at least I can run a combat in a quarter of the time it took me to run one in 4e.
These aren't generally people you want to engage with - while there are plenty of nice individuals, the nuts rule the roost.
So basically, like every other online "community" (term used loosely. "Battleground" seems more fitting these days).
Don't worry. It's an optional rule in the Dungeon Master's Guide.
5e is a terrible game for people who are too stupid to understand that WotC is shoveling shit on them.
If anyone is letting the rules stop a DM from saving a player from death, or avoiding putting the character directly into peril necessary to the story, then the DM is doing it wrong.
I first learned about statistics from reading an article in Dragon magazine about doing a Chi-squared test to determine which of your dice rolls more favorably for you. I learned probability from playing D&D. Like it or not, the two are inexorably tied, and for some of us, that's part of the fun.
by Mike Buddha -- Someday the mountain might get him, but the law never will.
Amen. We played 2E and later 3.5, and then moved to PathFinder. It's refreshing to play under Paizo's Pathfinder as they actually listen to their players. Pathfinder is head and shoulders better than the best AD&D edition(s).
I'm a mid-40's graybeard who grew up with two flavors of D&D: Basic and Advanced Edition. Basic was composed of a 50 page manual for use by all players and the DM, and whatever dungeon/campaign you were attempting. It's a simple yet compelling framework that supports the fun of the game: making shit up with friends, with just enough rules to guide behavior and resolve disputes.
For those who wanted the extra complexity you could play Advanced, and then you got distinct books for Dungeon Master's Guide, Monster Manual, and Player's Handbook (plus, again, materials for the dungeon/campaign). Maybe 400 pages all told in 3 books, most of it reference. Why does it need to be more complex?
Back to Basic, I say.
tl;dr: get off my lawn, you young punks
I don't see why anyone who was heavily invested in 3.5 would switch to the new edition. Instead of using the 5th edition to help bridge the gap between 3rd and 4th, it seems to obliterate everything that was built over the past years and reasserts the dominance of 3.5's style.
I personally loved 4th edition as a player, but found it a lot harder to DM than 3rd edition. Every encounter required a more through understanding of the monsters being put together to form a wandering pack, and keeping balance while maintaining a challenge was incredibly difficult. On the flip side, being a player and figuring out which bad guy was the controller for quick targeting, making sure to neutralize the damage from strikers, I found that the roles added a fun element to the game. Not to mention it made each player at the table feel like they mattered more. 3.5 always had a greater flexibility to it in that if you had an extra player one week, it was a lot easier for them to pull up a chair and get a character in the game without causing major disruptions. At the same time, if someone were to miss a week, it was easy to write that character off or have someone else play them for a week. But I have a very core group able to meet weekly. For a stable group like us, 4th edition rewarded our dedication to each other much more than 3.5 ever could by making each of us feel like a very needed member of the party. 5E also takes away my option of anything resembling my Raven Queen worshiping, Cunning Sneak play-style, crossbow wielding, Shadar-kai rogue. It was really fun doing the min/maxing for him, I was able to have a level 1 character with a +13 to stealth checks. I don't think that kind of playstyle is going to be able to be duplicated in 5th edition.
I'll continue to play 4th edition and be happy with it. It's just depressing that instead of learning lessons from 4E and trying to improve it's ideas in a new edition, it feels more like everything Wizards cultivated over the past few years has been thrown away.
I'm tentatively pretty excited about this. I got acquainted with 2nd edition D&D through Baldur's Gate (I think that was their ruleset) and then spent a summer playing 3.5E like crazy and investing way too much time in character optimization and digging through forums. I've played a session or two of 4E.
Cool things that make me excited about this edition:
Attributes, races, and classes seem very faithful to old school D&D.
Combat seems similar to old-school D&D (none of the sliding around BS from 4E).
Classes seem balanced but unique. Casters are nerfed somewhat but still quite powerful, fighter is the only one with multiple attacks, rogue gets multiple actions (of certain types) per round to be versatile. Many things that were previously must-have feats for a class and therefore made you "follow the rails" to have a decent character are now built in (Weapon Finesse for 3.5 rogues, for instance).
Every level gives new abilities. You don't have any "dead levels" with minimal progression.
The whole Background system both encourages character backstory development and makes it mechanically purposeful. Cool and versatile and should aid the storytelling.
The Archetypes allow you to meaningfully distinguish a character of your class from all the others, while keeping some thematic consistency. Easy customization like this is great.
The system is certainly recognizable as D&D but also makes significant strides to simplify. Many complex mechanics have been replaced - don't have to confirm a critical hit or worry about which damage bonuses get added when (just roll double on the damage dice). You roll two D20's to represent an advantage or disadvantage - pick the higher of the two in the first case, the lower in the latter. You don't have modifiers for two-handed fighting, etc. At the same time, armor and weapons are the same as they've always been, along with ability modifiers and many class features (Evasion, for instance).
I'm sure people will find things to dislike, but overall this is a positive move. It seems that they are trying to accentuate the fun parts of the game while remaining faithful to the essence of D&D. And, if I'm not mistaken, I detect similar language and design approach to Legend, which is a very innovative yet D&D-esque system published by a company called Rule of Cool. Their lead designer, Jacob Kurzer, left earlier this year because of mysterious new employment with a noncompete agreement that prohibited him from further development of Legend. I wouldn't be surprised if he had a hand in the development of this new release, and if he is now at WotC I'm really excited to see what else they'll be coming up with.
Does this mean it's time to give up what you kids call "First Edition"?
Nah. I'm still not convinced there's a reason to use those new-fangled books instead of the three books, supplements, and a touch (but not too much!) of Arduin & Spellcaster's Bible.
damn newbies
hawk, off to nuke his dandelions
Indie games are big, and publishing something is easier than ever. However, RPGs aren't exactly a lucrative market. Most people do it for the love of the hobby, and unless your name is Monte Cook, it's not going to pay your bills.
Getting paid as a GM is an old idea, but I don't think anyone ever got it working. You'd have to be a legendary GM with everybody raving about how great you are, before you might convince anyone to pay you for playing a game with them.
I have altered the probability of success on this roll. Pray I do not alter it again.
Yeah, I'm sorry, but as a longtime D&D/AD&D player.. no. Just no.
Nothing WotC, ever. Hell, I'm still pissed about what Lorraine Williams did to Gary Gygax.. but the legendary TSR being sold to WotC.. the same asshats who almost completely *destroyed* the roleplaying community with that abomination Magic: The Gathering.. No, no, a thousand times no.
I still remember those dark days.. when my local gaming store went from having 2 *dozen* roleplaying games a week being played by joyous nerds with dice and miniatures in their back room... to having *2*.. which struggled for players and only the hardest of the die hards kept them alive..
I remember more and more shelf space being consumed by those damn cards, with less dice, less miniatures, less goodies, less rulebooks, and less actual *games*.. because they needed the space for *crates* of starter decks and booster packs...
I remember people losing their cars and apartments because they were spending all their money on those wretched cards... Because the payouts were so insane and they were addicted... I remember meeting a guy at GenCon in '94... who hitchiked there, with no money, no ticket.. but 6 Black Lotus cards.... and I remember him trading one for a ticket and a swank suite at a nice hotel right near the con.. while we sweated 6 to a room in some non-air-conditoned dorm that we'd scrimped and saved for.. I remember him leaving with nearly $1,500 in gaming stuff, $600 in his pocket, a first class plane ticket home, and he still had *3* of those blasted cards...
And then I remember seeing what WotC had done to my beloved D&D... the Legacy of TSR... and my heart was filled with black hate. I will never forget.. I will never forgive... and I sure as *hell* will never buy the "5th Edition".
Yes, I may have issues. No, I don't particularly care.