And I am really excited about it. I've turned into a bit of an evangelist. And there are enough parts that I want to break them down into separate entries and talk about why each of them excites me as much as it does. And so I will. This will be a multi-part review of the system.
Part I. So That's a Total of +13?
A deconstruction of the change in bonuses and the ways it affects skill checks overall.
Part II. Personality Goes a Long Way
My paean to the inclusion of character in the game.
Part III. The Third Kind of Heat
Backgrounds add a lot to the game, I talk about it here.
Part IV. Advantage In
The system of advantage and disadvantage changes the game, I hope for the better.
Part V. Specific Beats General
The general shift in rules philosophy and expansion and what I hope they herald.
So, look here for more. At this point, this is more a review of the Player's Handbook and the Basic Rules, things may change with the introduction of the Monster Manual and the Dungeon Master's Guide, but I'll talk about that separately if it does.
But let me leave it at this. I've been looking for something that recreates the gaming experiences of my youth. The wonder of a +1 hand axe, the drama of fighting a gelatinous gube. A few games have touched on parts of that. My first impression is that D&D5 might hit on all cylinders. Let me tell you why.
To the extent you are sufficiently familiar, I'd also like to see your views comparing 5th ed. to other recent systems, such as Fate and Cortex.
ReplyDeleteIt is definitely less dependent on character than those systems, but I think it's designed for different types of stories than those systems are. You can see minor influences of the story focused movements that Fate and Cortex represent.
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