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| #1TrickonometryAug 09, 2014 11:12:56 | First, a much deserved shout-out to Mike Mearls is in order. I read one of the articles he posted on Twitter that talked about select retailers receiving early shipments of the PHB, and so I tweeted to ask him where I could find one near me. He directed me to Card Kingdom in Ballard (Seattle), and yesterday I was able to pick up a copy! So THANK YOU, Mr. Mearls, this made my week!
Now, into first impressions. I will say that I haven't really been keeping up to date on all of the pre-launch details, and I've mostly just been lurking forums off and on, so I don't know how much of this is already known information. That being said, I'm just going to go into the things that have most impressed me so far.
The Art: HOLY BEJEEZUS THE ART IS GOOD. This has got to be one of the prettiest books I've ever seen come out of WotC. Unlike some books in the past that seemed to just commission art from a number of different great artists and slap them into a book together, there is a consistency to the art and art style that creates a cohesive feel throughout the book. The full pages are breathtaking, and the character art for the Races and Classes chapters hit the mark with nearly perfect accuracy. I will say that I didn't love some of the choices - for instance, the Paladin looks just a little too angry for a holy warrior - but the art never seems to fall out of the overall art style. I can't emphasize enough how big of a deal this is for me. A majority of my 3e, 3.5e, and 4e history has been as a character optimization scientist who loves all the nitty gritty rules info, so for the art to be the first thing that I comment on is, I think, a positive indidcation.
Races: Races are simple, and that's great. Most of them have simple stat adjustments, a free cantrip, darkvision, and some sort of racial bonus to X. I like this because it means that there are definite advantages to having the extra +2 or +1 to a key class stat, but it still doesn't put any of the races outside of the possibility of any class. A personal favorite for a long time has been Gnomes, and WotC managed to deepen my love of them by keeping the Tinker ability of the Rock Gnome from the playtest. I'm happy to answer questions about any races, but I don't think I have anything profound to say.
Classes: Something that seems to be consistent with all the classes is that they all feel... for lack of a better word: cool. I don't feel a need for Prestige Classes or Paragon Classes or anything of that variety, because all of those cool features are already built into the classes. The Arcane Trickster variant of the Rogue feels distinct and awesome all the way throughout it's 20 levels of progression. The different pacts and pact boons of the Warlock feel unique and exciting. The Sorcerer doesn't just feel like a Wizard that has fewer spell options! I can't tell at this point if overall class balance is there, but I see exciting things from each class that make me think, "That's CRAZY good!" There are far too many things for me to write about for each individual class for me to summarize before I head off to work, so I'll try to come back and update later on. Again, feel free to ask questions. :-)
Backgrounds: Small comment here, just to say that I really like how these customize characters in both mechanical and story aspects of the game. Feel free to ask questions, if you have any.
Playing the Game (Rules): I like the simplicity of Proficiency Bonuses, Advantages/Disadvantages, Resistance/Vulnerability, etc. Definitely my personal opinion, and may not be agreed upon by all, but I think that when the rules to combat, skill checks, and saves are simplified, they allow for quicker action in the game and a greater focus on the roleplaying aspect of the game. My guess is that new players will have an easier time playing since they aren't having to figure out which of the many numbers on their character sheet they are using. The fact that almost every check is just rolling a d20 + Ability Modifier + Bonuses. I love complex problem solving as much as the next nerd, but I'd prefer to devote my mental resources to figuring out how to get through a roleplaying issue or a dugeon trap rather than just figuring out how to grapple.
Spells: Honestly, I haven't spent a lot of time here, yet. So, if someone does have questions, I'll still do my best to answer, I just can't guarantee an answer made with knowledge of every situation.
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| #2demon_idolAug 09, 2014 12:08:00 | I too absolutely love the art. Its evocative, dynamic, colorful and beauteous. I especially the way a lot of it has the look of watercolor. And I love the color. Most of the pictures of PCs look like they are cool characters.
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| #3ArtifactAug 09, 2014 12:20:31 | I think they did a great job. As I mentioned in another post, the diversity of the cast in the artwork means a lot to me.
That said, I do have a nit-pick
I'm 45 years old, so obviously not the target audience for Harry Potter (or so I'd imagine). Still, I enjoyed the first three books tremendously. I imagine Harry Potter inspires as many *younger* people the same way Lords of the Rings inspires people my age and up.
Don't get me wrong, inspiration can be taken by any generation, young or old, but I'm wondering if the omission of Harry Potter was an oversight. Again, just a nit-pick |
| #4Elton74Aug 09, 2014 12:22:01 | Well, since I won't be buying my own copy until my mother pays me . . . . (she owes me $1,500 for logo work); I have "ae" question.
Q. Can the game stand up to additions and subtractions of the rules? In your own opinion, of course. |
| #5VacantPsalmAug 09, 2014 12:34:59 | I would really appreciate it if you could give a bit of info on how familiars work. I remember them being a feat in the playtest, but I didn’t see it on the list of feats posted somewhere around here. A few specifics I would like to know…
Can any class get one, or are they back to belonging to arcane casters?
Do they still act on their own accord? (aka, they don’t use up your action to do things.)
Thanks for any replies. : 3 |
| (Reply to #3)demon_idol |
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| #7tallric_kruushAug 09, 2014 12:49:39 | I agree with the OP. It's a very impressive book.
In terms of art, I actually feel that the weakest pieces were previewed, with an exception or two. There is some great art in this book, depicting all manner of scenes, settings and actions. Very impressive.
I, too, feel no rush to get my hands on Prestige Classes, nor does multiclassing yet appeal to me. There is plenty to learn and do within the framework of the base classes. Maybe that's just part of it all being new, but there is an impressive spread of options here for a day one Player's Handbook.
Backgrounds are awesome, despite being very simple. I'm hoping someone brings a Noble to the table. I love the idea of servants/retainers making a return to our game for the first time in ages.
Spells seem pretty good. I actually see a lot of 4E in the spells, in terms of durations, effects and the like. I haven't made my way completely through the list, yet, but it looks good. I'm really hoping for digital support that will eliminate the page flipping involved in selecting and checking spells. I did not miss this part of spellcasters. :/ |
| #8masterfat78Aug 09, 2014 12:50:43 | You guys make me jealus, Im not getting the book until the other two come out at the end of the year. Gonna bundle them on amazon. |
| #9h347h50Aug 09, 2014 12:51:27 |
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| #10ArtifactAug 09, 2014 12:52:19 | Find familiar is a 1st level spell for wizards. Warlocks can cast it as a ritual (thanks to a pact boon).
Familiars act independently but can't actually attack. Alternately, warlocks can give up one of their attacks to allow a familiar to attack.
I like that familiars can be dismissed into a pocket dimension (til summoned again with an action, or dismissed permanently). This is sorta how 4e handled familiars (there was an 'active' and an 'inactive' state).
Finally, familiars can deliver touch spells
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| #11DaganevAug 09, 2014 12:55:10 | Before all the questions and answers, is there a summary somewhere of the questions and answers that have been provided so far? I don't want to ask a question that has been answered in three other threads. |
| #12TheLyonsAug 09, 2014 12:56:59 | Can you give a brief run down of the wizard traditions? I know it's a lot to go over every ability for all 7 (evocation is on basic so we know what it has, leaving 7), but I don't know anything specific and very little in general about them. Wizard has been my favorite class since it was "Magic User" in 1e so I'm dying to know! I'm creating a high elven wizard chef so I'm also curious what tradition might help him with that. Guessing conjuration or divination but it's hard to say not knowing anything about the abilities from tradition. I'm sure cooking or chef is in a background such as guild artisan so that's an obvious choice or I'll create one that does work. |
| (Reply to #5)tallric_kruush |
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| #14Feral_LurkerAug 09, 2014 13:41:57 | I ordered the book on amazon and have to wait until the 19th to take a look at it.
I really want to know more about feats but nobody is sharing information on the feat list or what they do. Can you please supply us with information on feats? Thanks! |
| #15marius4Aug 09, 2014 14:32:38 | What happens when a familiar is reduced to zero hp? Does it still wink away like in the playtest or did they change it to something else?
Regarding part of the question on feats, the list is available online in a Legends & Lore article I believe.
OP, glad you have the book!
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| (Reply to #15)tallric_kruush |
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| #17joeburgosAug 09, 2014 14:57:07 | The art is definitely the best I've seen in any PHB in any edition. What I particularly like is the art feel to the illustrations and the fact that classes are depicted with races we've never associated before (half Orc paladin). This book will win awards. Now the layout: gorgeous, easy to read, not chocked with text. Even the tables are beautiful.
The cover: wow. It's high gloss which means that Doritos and typical table spills will be deflected, not to mention the art is stunning.
I'll report more as I peruse.
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| #18Feral_LurkerAug 09, 2014 14:59:12 | Well so far everyone knows everything about feats because there was a huge monk post this morning about what feats are good with that class. I pretty much have no idea what feats are even out there since only about 7-8 total feats have been teased or spoiled. |
| (Reply to #17)Marandahir |
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| (Reply to #16)marius4 |
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| #21IgnatiusJ.ReillyAug 09, 2014 18:53:40 | Is the duration of Mage Armor and Enlarge/Reduce concentration? Wait, one more thing, what does the arcane cantrip Blade Ward do? |
| #22CelticPaladinAug 09, 2014 18:54:50 | I'm just curious as to the number of real world pantheons touched on in the book. Is it just Norse, Celtic, and Greek? |
| (Reply to #22)TheLyons |
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| (Reply to #19)joeburgos |
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| #25ArtifactAug 09, 2014 21:56:36 |
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| #26Thank_DogAug 09, 2014 22:52:19 | What are some of the Wizard school specialisation benefits? Abjurer? Illusionist? Conjurer? |
| #27TrickonometryAug 10, 2014 0:28:30 | First, a big thank you to everybody who has helped answering questions! I get back from work late sometimes, but I'll try my best to get through some of these!
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| #28TrickonometryAug 10, 2014 0:33:14 |
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| #29TrickonometryAug 10, 2014 0:41:16 |
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| #30PsikerlordAug 10, 2014 3:28:58 |
Hi all, can anyone indicate what the sorceror metamagic quicken spell does? Thanks very much! |
| #31maceo00Aug 10, 2014 4:26:20 | QUICKEN SPELL:
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Sorcery points (Starting at 2nd level) You have 2 Sorcery points, and you gain more as you reach higher levels (3pts at 3rd, 4pts at 4th, etc.)
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| #32Thank_DogAug 10, 2014 4:38:47 | Ooh! I have a vitally important question that needs to be answered immediately or else I might die!
What feats have a +1 to Dexterity? |
| #33PsikerlordAug 10, 2014 4:48:20 |
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| #34maceo00Aug 10, 2014 5:06:54 | Athlete -Increase Str or Dex by 1, to a maximum of 20 (plus standing, climbing, jumping benefits)
Lightly Armored -Increase Str or Dex by 1, to a maximum of 20 -Proficiency with light armor
Moderately Armored -Increase Str or Dex by 1, to a maximum of 20 -Proficiency with medium armor and shields
Resilient Choose one ability score -Increase the chosen ability score by 1, to a maximum of 20 -You gain proficiency in saving throws using the chosen ability
Weapon Master -Increase Str or Dex by 1, to a maximum of 20 -You gain proficiency with four weapons of your choice |
| #35Thank_DogAug 10, 2014 5:17:52 |
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| (Reply to #32)Brock_Landers |
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| #37jaelisAug 10, 2014 6:13:51 |
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| (Reply to #27)Chaosmancer |
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| #39TrickonometryAug 10, 2014 11:46:01 | Some more stuff I've loved, in no particular order:
Fighter: Ever since I got started with D&D over a decade ago, I've always WANTED to like the Fighter class - the problem was that it wasn't terribly fun to like the old 3e Fighter (unless you used a Spiked Chain). Then the Book of Nine Swords came out and made the fighter nearly obsolete. When we got to 4th Edition, I felt very stuck in a tank role with some heavy DPS options, and I never felt like I had freedom with the class. I absolutely feel like they have made the fighter class something I'm excited about now. The Champion from the Basic Rules delivered the no-frills-all-smack-down Fighter that is essential to the genre, but the Battle Master and Eldritch Knight are what have me EXCITED to play the Fighter. Each are almost like totally unique classes, and, in fact, they HAVE been totally unique classes in past editions. Now, from Day 1 of 5e we have (what appears to be) three unique and balanced archetypes supported within a single class. Many other classes have diversity, but the Fighter has been one of the most stand-out successes, IMHO.
Bonuses: Maybe others have made more mathematical analyses of what I'm about to comment on, but it seems that the presence of a simple +1 bonus to a roll means a whole lot more now. They don't come very often, and with advantages and disadvantages, it means more rolling dice, which means every bonus is playing a bigger role in maximizing those advantages and saving you from doom on the disadvantaged rolls. This is a great change from the willy-nilly bonuses handed out in 3e and 3.5e.
More to come, hopefully at lunch!
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| #40malisteenAug 10, 2014 13:04:25 | Room mate got the book, and yeah, the book looks good, the art's good, etc. Rules-wise, well... the best I can really say at the moment is that I don't hate it out of the gate? That I'd be willing to give it a try? That said, I was not a fan of this game throughout the play test, and was pretty dead set on disliking it from the start, so yeah, the fact that I can't muster up negative feelings on the first read through, despite really wanting to hate it, is actually saying something.
My final opinion will really depend on what direction they take with supplemental lines, though, and in particular how long it takes them to get around to adding more necromantic themed content, and what that content looks like when it shows up. I really liked 4e to start, but it really failed me in that regard. Of course, even with significant extra content pointed that direction, it would be pretty hard for 5e to compete with 3.5 for necromantic characters. |
| #41LucienderAug 10, 2014 19:27:23 | Skulker Feat? Is it worded differently than in the Alpha? I don't have the PHB yet. lol |
| #42Lord_VentnorAug 10, 2014 19:37:12 | I remember that in the playtest that there was a feat that lets someone cast a 1st-level spell from any spellcasting class. Is that still in there? And if so, does this mean that anyone who wants a familiar can get a familiar? |
| #43maceo00Aug 10, 2014 20:51:01 | I'm not sure about alpha but in the PHB Skulker is:
Prereq: Dex 13 or higher
-You can try and hide when you are lightly obscured from the creature from which you are hiding. -When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. -Dim light doesn't impose disadvantage on your Wis(Perception) checks relying on sight. |
| #44ArtifactAug 10, 2014 21:03:20 |
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| (Reply to #42)maceo00 |
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| #46Lord_VentnorAug 11, 2014 0:01:31 |
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| #47MarandahirAug 11, 2014 5:28:47 | Do you have Ritual Casting as a class or feat feature? No? Then you can't cast find familiar as a ritual. |
| #48ArtifactAug 11, 2014 5:56:42 | Also, find familiar is instantenous, so til you dismiss the creature (either temporarily into a pocket dimenion or permanently), it's there to stay.
About the ritual tag: Normally the spell takes an hour to cast. Ritualizing it adds another 10 minutes to the casting time. So, not much change. Mostly, ritualizing it keeps you from expending a spell slot.
I said 'snot' |