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 Post subject: D&D Basic Rules
PostPosted: Fri Jul 04, 2014 1:39 am 
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http://media.wizards.com/downloads/dnd/ ... cRules.pdf

Wizards released the free PDF of the Basic Rules for the new D&D (version 0.1; this PDF will continue to be updated as new published rules hit the shelves).

Let's keep the hate out of the thread.

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 Post subject: Re: D&D Basic Rules
PostPosted: Fri Jul 04, 2014 1:41 am 
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omg, i always love the 'this is what i, of this one faction or group, think about this other faction or group!' boxes


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 Post subject: Re: D&D Basic Rules
PostPosted: Fri Jul 04, 2014 1:44 am 
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Thanks for the link.

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 Post subject: Re: D&D Basic Rules
PostPosted: Fri Jul 04, 2014 6:47 am 
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The background writeups and tables are amazing.

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 Post subject: Re: D&D Basic Rules
PostPosted: Fri Jul 04, 2014 6:59 pm 
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Thank you for this. I was looking for it when I read about it in the other thread but didnt end up finding a solid link.

((Or maybe my net was just being shoddy))

Will report back once I've thoroughly read everything.

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 Post subject: Re: D&D Basic Rules
PostPosted: Sat Jul 05, 2014 7:07 am 
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At least they can poke some fun at themselves:

Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the
party, sticking appendages in the mouth of a leering green devil face, accepting a dinner
invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon
of any variety, or saying yes when the DM asks, “Are you really sure?”

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 Post subject: Re: D&D Basic Rules
PostPosted: Sat Jul 05, 2014 3:36 pm 
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There logo even had "Never split the party" emblazoned under it for a while ... and yet people still argue for its "tactical advantages".

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 Post subject: Re: D&D Basic Rules
PostPosted: Sat Jul 05, 2014 3:39 pm 
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They do? Never saw that before. Not even in KotS. Nope, never.

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 Post subject: Re: D&D Basic Rules
PostPosted: Sat Jul 05, 2014 3:49 pm 
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 Post subject: Re: D&D Basic Rules
PostPosted: Sun Jul 06, 2014 12:43 am 
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So, the cantrips look really cool. Fire Bolt actually gets stronger as you level and remains a cantrip, which is pretty cool. At 17th level you do 4d10 of damage. This is a pretty drastic change from 3.X and Pathfinder where it is 1d3 damage no matter what.

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 Post subject: Re: D&D Basic Rules
PostPosted: Thu Jul 17, 2014 12:42 pm 
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Can we talk about this? I really like this and I've actually talked about aiming for this with 4e by houseruling away the half-level adjustments to everything that only serve to make numbers bigger. (I asked about this on GITP and there really wasn't a reason for why I couldn't or shouldn't do that; I didn't for the Iron Skies game though because I wanted to minimize houseruling.) It is also similar to other systems like Edge of the Empire, where I noticed that a character over time doesn't become directly more powerful but is simply more adept and has more options.


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 Post subject: Re: D&D Basic Rules
PostPosted: Tue Aug 05, 2014 3:10 pm 
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I have been reading the D&D 5ed rules. And I found they are like a mixture of 3rd rules with 4th rules. I don't know the rules from the previous editions (1st and 2nd), so I cannot really compare to them. I like very much some of the rules, like the advantage and disadvantage concept.

What I don't like is the way the new feats work. They are like mega feats, multiple bonus, but the characters can have only very few of them and they need to forget status points for them. Other aspect is that all classes have powers that work like fixed feats, essentially making the character very similar unless they add more options later.


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 Post subject: Re: D&D Basic Rules
PostPosted: Wed Aug 20, 2014 1:40 am 
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I agree to a point...its sort of like wben WoW took out the 'point every level' talent trees and replaced thrm with making a choice between three similar things every 10 levels or so.

You streamlined some, sure, but you still end up with cookie cutter builds and really onoy effected the people who had hnique setups.

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 Post subject: Re: D&D Basic Rules
PostPosted: Wed Aug 20, 2014 2:12 am 
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I liked the change in WoW. They were right that a lot of talents were just mandatory and not really about customizing your character, and it made sense to me to just roll them into the standard abilities you get as you leveled. I like that the talent choices now really are more about what fits your style or what works for you.

I also hate talent trees where you put points into a 5-point talent that gives you 1/2/3/4/5% haste or whatever. I hate fiddly things like that.

What was lost, the hybrid builds like frostfire mages, were already being phased out by previous changes in the talent trees, though I agree that those were cool and should've been kept.

On-topic, I found this.


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 Post subject: Re: D&D Basic Rules
PostPosted: Wed Aug 20, 2014 2:31 am 
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Rift did talent trees awesome-like.

On topic ...thank you for finding that. I may need to check that out ...for reasons.

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 Post subject: Re: D&D Basic Rules
PostPosted: Wed Aug 20, 2014 6:01 am 
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I found the new dash action strange. There is absolutely no downside to dash (4 ed run equivalent), so essentially all characters can double move every turn unchecked. The logical way would be give disadvantage in every roll to a player who dashed and forbid extra attacks.


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 Post subject: Re: D&D Basic Rules
PostPosted: Wed Aug 20, 2014 6:32 am 
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You only get one action per turn, so you're effectively forsaking your normal attack or spell to dash. It's more like the equivalent of trading your standard action for a move action in earlier editions.

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 Post subject: Re: D&D Basic Rules
PostPosted: Wed Aug 20, 2014 6:48 am 
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Ok, understood. I thought a player changed his move action for a dash action, but in reality he are forsaking his action to get more move (as it was, so nothing new). Now it makes sense. My fault for skipping the paragraph that showed this information.


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 Post subject: Re: D&D Basic Rules
PostPosted: Thu Aug 21, 2014 7:29 am 
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The question was mostly answered already but I'm going to go ahead and post quotes from the 5e Player's Handbook itself as well.

Quote:
Your Turn
On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet.

The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. The “Movement and Position” section later in this chapter gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat

<<Snip>>

Actions In Combat
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

1. Attack

2. Cast A Spell

3. Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed o f 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed o f 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

4. Disengage

5. Dodge

6. Help

7. Hide

8. Search

9. Ready

10. Use An Object
As you can see its basically along the same lines as charging in 4e where you could use your move action as a move then your standard action to do the Charge. The difference being that Dash doesnt let you attack at the end of it. While similiar to the Run action of 4e, Run was a 'move action', whereas Dash is an 'standard action'.

This means that you couldn't do something like Disengage then dash away from the enemy unless something was granting your a bonus action, becuase both Disengage and Dash are your 'standard' actions.

By the way if you have any questions about the other actions as they appear in the PHB let me know and I'll type them up here as well.

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 Post subject: Re: D&D Basic Rules
PostPosted: Fri Aug 22, 2014 5:40 am 
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A difference that is meaningful from previous editions is the lack of 5-foot step or shift, replaced by the disengage action.


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