TriOmegaZero |
I have begun to participate in a Starter Set campaign this past weekend, and have found it to feel much like D&D always has. We will see if this is just because the low levels always feel that way or if we just haven't gotten enough time to fully experience the game. In any event, I'm reserving judgement for now.
JohnF |
I played (the first half of) the Starter Set adventure over the weekend. This was my first exposure to D&D Next, but anyone who is familiar with Pathfinder shouldn't have any difficulty playing.
It's a lot simpler than even the simplified 'Beginner Box' rules. The flip side of this is that there's less opportunity for character customisation. I don't know if the full rule set provides more options; like TOZ I, too, will reserve judgement until I've played some more.
One thing I definitely dislike, though, is the 'advantage/disadvantage' mechanic; it's far too coarse-grained an adjustment at low level.
Insain Dragoon |
Compared to 3.5
Monks and Fighters in DnD Next are absolutely amazing and on par with Barbarians and Paladins
Rogues can actually stealth better than anyone and if they choose to be an assassin they can kill a lot of things in one shot with a sneak attack or at least severely cripple it.
Casters are still very versatile, but they lost a lot of their extreme world bending destruction.
Bards are less "versatile" and pushed farther into the supporting caster+skill monkey role, which they do really well.
Warlocks have interesting choices early that can change how the class plays.
Gone is power attack and str*1.5, so two handed weapons that aren't polearms are generally worse than shield and a weapon.
Archetypes are built into classes. When you play a Rogue you pick stuff like "Assassin" or "Arcane Trickster" at level 2-3ish and get additional class features based on the choice.
Overall it looks pretty fun from what I've seen.
wakedown |
2 people marked this as a favorite. |
At first blush, I wasn't a fan of advantage/disadvantage.
After some time, it's grown on me tremendously as a way to very quickly tackle how to give a character bonuses/penalties and resolve them very quickly as well. For a player, one of the most disappointing things is a bad roll at the wrong time, so this gives them a feeling of their rolls smoothing and reduces the amount of bonuses-math going on.
In my mind, this is a cornerstone of resolving a character's turn in initiative faster and making everyone feel like there are less delays as they wait for their turn to come around.
wackyanne |
Compared to 3.5
Monks and Fighters in DnD Next are absolutely amazing and on par with Barbarians and PaladinsRogues can actually stealth better than anyone and if they choose to be an assassin they can kill a lot of things in one shot with a sneak attack or at least severely cripple it.
Casters are still very versatile, but they lost a lot of their extreme world bending destruction.
Bards are less "versatile" and pushed farther into the supporting caster+skill monkey role, which they do really well.
Warlocks have interesting choices early that can change how the class plays.
Gone is power attack and str*1.5, so two handed weapons that aren't polearms are generally worse than shield and a weapon.
Archetypes are built into classes. When you play a Rogue you pick stuff like "Assassin" or "Arcane Trickster" at level 2-3ish and get additional class features based on the choice.
Overall it looks pretty fun from what I've seen.
Please keep in mind that only the basic rogue, cleric, fighter, and wizard are included in the D&D Starter Set, as pre-gens. So far, the free, downloadable Basic Rules only include those as well, though that will be updated with more once the Player Handbook is released, at GenCon. Some changes have been made since the last play test packet, which is what I think you are referring to.