I haven't been posting a lot on this blog, mostly because I've haven't been as involved in the tabletop gaming community since my son was born. I've been playing a lot of League of Legends, and failing at it rather spectacularly. You can read about that here.
But I picked up the new Player’s Handbook at Warp One today. I am always interested in a new edition, even if I'm not particularly hyped on playing it, and Fifth is no different. I
haven’t delved deeply into it yet, but I figured I’d set out my initial impressions.
The front cover of the book features a female adventurer in
an action pose fighting some sort of bone-clad giant. Very cool. The logos are
clean, the typeface very legible, and the borderless art makes the whole
cover
look very modern while retaining a distinctive D&D feel. The only issue I
have with the design is the small red splash in the bottom left where they put “Dungeons
& Dragons” when they could have just put that at the top of the cover where
the D&D logo is.
The content background is a skeumorphic parchment deal, the
sort of thing you expect from any fantasy role-playing game with any production
value. Chapter breaks are full-page art pieces and maintain the level of
quality I expect from Wizards of the Coast. There are a lot of great examples
of race and gender diversity, which is nice to see.
The book’s chapter layout returns to the terrible Third Edition
style. Building a wizard will require you to keep three different pages
bookmarked as you reference between them. Combat rules exist between your
spellcasting classes and your spell lists, as a particular point of ugh. The
overview of character creation is brief and to the point, and seems to assume a
level of familiarity with role-playing games and how they work.
The integration with Faerun really shows through in the
Races section, where the tropes from that setting are very apparent. To quote
the section on dark elves: “Were it not for one renowned exception the race of
drow would be universally reviled.” It does not make allowances for settings
like Eberon (in which drow are the mysterious denizens of darkest Xen’Drik),
but instead fully embraces the Forgotten Realms as its assumed setting. I’m not
a fan of the Forgotten Realms books, which may make this point stand out for me
more than others, but it lacks some of the versatility I expect from the game’s
basic setting. Greyhawk is generic enough a setting that any basic fantasy
tropes can be crowbarred in without much work, where I feel
like the Forgotten
Realms requires a level of specificity that reduces the game’s reach.
The return of the half-orc and half-elf as crossbreeds,
rather than as fully established races in their own regard, is a step in the
wrong direction, I feel.
All of the Third Edition classes are in evidence, along with
the addition of the warlock. The omission of the warlord class is notable. It’s
difficult to really speak to things like class balance or niche protection
without really delving into the game, but it seems to take a more Third Edition
approach to both at first glance (which is to say little of either).
The lack of skill lists is a conspicuous departure from
previous editions. Instead, players select a background, and that background
provides access to skill proficiencies. Those proficiencies add a bonus to
ability checks in situations where the skill would be relevant.
The equipment chapter is massive, with charts and
descriptions for more stuff than you’ll probably ever need. Weapons, armor,
adventuring gear, containers, tools, mounts and vehicles, and trade goods are
all in evidence. There is a section on living a certain lifestyle. There’s even
a section for “trinkets” which are simple items with a dash of mystery thrown
in, to be used as possible adventure hooks or to add character to a player’s
belongings.
Multiclassing is a two-page matter, now, and is much simpler
than Fourth Edition multiclassing was.
Feats are back and seem more flavorful than in previous
editions. Some of them are just “You’re pretty good at wrestling,” but others
add new and interesting levels to the game. Lucky allows you to spend a small
pool of points to roll another die if you roll poorly. Some of them increase
your abilities by a point. One lets you give your party temporary hit points by
speechifying at them. One gives you a bonus to use certain tools or skills. They’re
interesting, and again would require a deeper delving into the book to really
analyze.
There isn’t really anything sparkly or new in the Playing
the Game or Adventuring sections of the book. Basic rules for rolling dice and
movement and the like. Combat is quick and dirty in a Second Edition sort of
way. No miniatures are needed, but I still generally like playing with them to
keep track of stuff like who is flanking whom. Mounted combat gets some love in
the last part of the chapter.
Spells have specific shapes again, and there’s a cute
graphic of a gnome pointing at a chalk board with a cone, cube, sphere and
cylinder on it. I’m assuming those same shapes will be used for stuff like
dragon’s breath, as well. The spell list is three and a half pages long.
The replacement of the Astral Sea
as it was envisioned in Fourth Edition is probably one of the most egregious
mistakes of this edition so far. The Astral
Sea was an incredible concept for
adventuring at a multi-planar phase of a character’s career, and while Fourth
failed in Paragon in a lot of ways, the Astral Sea
was not one of those. My games will likely retain it, because it’s just too
good to not use. The cosmology in general has gone back to a much more drab and
boring place, which is a shame to see. The retention of the Shadowfell and
Feywild make the loss of the Astral
Sea all the more disappointing.
The sketches of the Conditions in the appendix are all
basically perfect, and I appreciate that there are some critters to fight in the
back of the book, though I don’t feel that it makes up for the wonky release
schedule of a core book every month. I really liked being able to buy all three
core books at once in the form of a boxed set on release, and I was under the
impression that the new edition would be released the same way.
Initial Conclusions
The book is pretty and well designed, even if the chapter
layout is something of a misstep. There are some things from Fourth Edition I
feel are missing without good cause, while a lot of the choices made in the
game’s design seem intent on bringing things back to a Third Edition place,
which can be both a good thing and a bad thing. There is plenty of interesting
design space, but the basic setting being one as notable as the Forgotten
Realms feels like it might be holding some of that potential back. There were
some choices made that seemed a little too safe, and others that seemed very
strange. It feels like Dungeons & Dragons, but it also feels like it doesn’t
have anything new to say.