D&D 5E Actual Play Part 1

At CarnageCon in Killington VT a few weeks ago, I was finally able to run my Valley of Tombs game. This is a 5th Edition D&D game designed to feel like playing an open world CRPG (like Skyrim) with an ongoing continuity and ever-expanding setting. I refer to it as my Massive Multiplayer Table Top RPG (MMTTRPG). AT Carnage, I ran a grand total of five slots (20 hours) and I just submitted the same event for TotalCon in Mansfield, MA in February (this time, 6 slots or 24 hours of table time).

 

I thought I would talk about my experiences at Carnage, both with the 5th Edition D&D rules and with the MMTTRPG format, as well as my hopes for TotalCon and the time between now and then. This post focuses on my experiences with the 5E game itself, while the next will go into how The Valley of Tombs ran.

 

5th Edition

 

Finally having run the game for more than a single session (plus one floundering fight versus a Tarrasque very early on), I can say that D&D 5E is probably my second favorite edition of the game, after BECM (you never forget your first) and just ahead of 2nd Edition Advanced Dungeons and Dragons. It is unsurprising, then, that 5E feels very much like a blend between those two (seasoned to taste by various rules and systems found in every other edition of the game a few besides). It is possible that given enough time with the game, it will in fact become my favorite version of the game, but only time will tell. In the meantime, it is enough to say that I would rather run 5E than either AD&D or Pathfinder.

 

The primary reason is that 5E feels clean. Its systems are easy to grasp and run relatively quickly and smoothly. The core mechanics are intuitive and well integrated (with the very strange exception of the cover rules, which don’t seem to jive with the overall design goals) and it is a game that not only enables Dungeon Master input and interpretation, but demands it. There are of course some fiddly rules that take some effort to remember, it being a new edition and all, and it is easy sometimes to revert to some previous edition or Pathfinder rule. Part of the beauty, though, is that doing so will not very likely break the game and there are even a few rules from those games (gold = XP perhaps, or Pathfinder’s disease mechanics) that would enhance 5E play.

 

Character creation is easy. I found a nice little online character generator to help speed the process, but I had previously created some characters by hand with the PHB and it took about an hour to create a 20th level character: 30 minutes to create the base 1st level character and another 30 to level the character all the way up to 20. The choices after 1st level are limited, usually one or two things per level (perhaps more for spell casters), so it is a quick process to create a high level PC. That said, at least so far the game is missing a few things usually associated with creating high level PCs, like a suggestion as to how much and what sort of equipment a higher level character might have, but this is not insurmountable. The apparent default assumption of the game is that characters are not expected to possess dozens of magic items and weapons, and the math in the game is designed to flatten the power curve and reduce the importance of items on character capability. Much of this is dependent on information probably found in the Dungeon Master’s Guide (coming soon!) and that book will likely answer some questions as well as inspire a few.

 

We played without a battle mat or a grid (though we did occasionally use a little sketch on paper to illustrate relative positioning). Because the game is more strategic than tactical, it worked well. Simply asking players what their intent was and being accommodating but tough made combat move quickly and with no want for tension. Rather than counting squares, players were trying to figure out ways to gain Advantage, which suited me just fine.

 

Advantage and Disadvantage are, to me, the single most inspired aspects of the 5th Edition rules. Simply put, Advantage provides a bonus on an attack roll, skill check or saving throw in the form of rolling two d20 dice and taking the better result. Likewise, disadvantage affects the same kinds of rolls in the same way except that the the lower result is taken. Some character abilities, such as the rogue’s sneak attack, interact with Advantage or Disadvantage in specific ways, but otherwise the system is unencumbered by a large number of associated rules. One official rule I did immediately dispense with was the idea that one Advantage or Disadvantage inducing circumstance would negate any number of the opposite, and instead I went with a broader view: i.e. do all the circumstances of the moment suggest Advantage, Disadvantage, or an essentially balanced circumstance. It worked well and while players would sometimes try to negotiate for Advantage or against Disadvantage, I considered this a good thing that increased their engagement and added to everyone’s fun.

 

Related to advantage is a system called Inspiration, which basically provides a “free” Advantage based on things related to character goals, flaws and so on. Because we were using pregenerated PCs, I decided to dispense with giving Inspiration based on play acting and instead gave it for being generally awesome and increasing everyone else’s fun (whether through melodrama or humor or heroics or whatever) or for bring me, the DM, coffee or beer. Shamed as I am to admit it, I am bribable. I also use a special d30 for Inspiration and the rule is only one person can be in possession of that d30 at a time (meaning no one else can acquire Inspiration until the holder of the d30 uses it) but you can always use the d30 for another player’s roll. It worked well, except in a few instances players sat on their Inspiration for most of a session and so it did not see a lot of use in some sessions.
Overall, D&D 5E is a well designed, fun game that speaks to my style of play. It probably is not for everyone, especially since it is moderately dependent upon DM calls and it does not have the deep well of player character options that some people really like, but it is a good game. I look forward to mastering the system a little more every time I run it and finding places where rules from other games or editions enhance play.

Advertisements

One thought on “D&D 5E Actual Play Part 1

  1. Pingback: I.E. | D&D 5E Actual Play Part 2

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s