Tabletop Highlight: The Appeal of the Classics and Why Fifth Edition is Perfect for That.

Some days, all I really want to do is throw aside all of my current Dungeons and Dragons campaigns in favor of returning to what I always call the “simple roots” of the game. My main campaign is a complex game with political intrigue, long-term mysteries, a fully customized world, a huge history full of references for my players to explore, a whole range of villains the players can kill or continuously encounter, and is an absolute delight to run despite being completely exhausting. I put a lot of work into keeping the campaign running smoothly and making sure my players are enjoying themselves, so I often fantasize about running something a little simpler. Something smaller-scale, really.

I have a tendency to let my imagination run away from me so even something I’ve described as a “shiggles” (shits-and-giggles) campaign winds up with a complex political landscape and more customizations than I can easily manage without a lot of reference work. My main campaign was supposed to be a simple campaign, focused around a small area and with tons of adventure for the players to find without pulling in politics and “Grand Adventure Across the World!” so I could enjoy running without constantly exhausting myself. That plan lasted maybe half a dozen sessions before I thought of a great story I could tell my friends. I don’t regret it and I enjoy running my campaign, but I’m starting to crave something a little simpler again.

Starting to play the fifth edition of D&D has magnified the craving. The system is set up much more simply. For example, the numbers are easier to manage across the board in fifth edition versus any prior edition. My main campaign, using the 3.5 edition set of rules, has a rogue with an Armor Class (how difficult it is to hit someone with an attack) of 19 and a scout/ranger with an AC of 31-35 depending on how much he’s moved during his turn. Depending how much effort each character puts into their AC, this gap could shrink to nothing or grow to be even larger. As a result, it is difficult to give my players enemies that are a threat to the higher-AC characters without being over-powering to the lower-AC characters. The same goes for attack bonuses (the bonus a character gets when attacking that contributes to their attempt to overcome their opponent’s AC) since the Paladin can get a bonus of 20 or higher while most other characters of the same level are working with something in the 10-14 range. This also complicates things for the same reason the AC disparity complicates things.

In fifth edition, the bonuses don’t get much higher than 15 and ACs rarely hit 30 for anyone. There’s very little ability for a focused, driven player to get their character’s attack bonus or AC to a level that would make it almost impossible for an enemy to fight them. In fifth edition, it is super easy to fudge numbers as I need to since the players will have a smaller range for me to consider. In 3.5, it can be difficult to fudge numbers because they fudge for everyone and all stats were NOT created equal. This means I need to spend more time on the front end making sure the encounters are balanced so that the low-AC rogue who turns invisible before literally every attack (which means he can only attack every other turn at most) has the ability to not only survive the fight but contribute to the damage at a level that at least comes close to the amount the scout/ranger and Paladin can dish out in their frequently optimal situations.

In 5th edition, all I’d really need to do is make sure I’ve got a general idea of the location and purpose of whatever the players decide to explore. I can make up numbers on the spot, fill in encounters as dictated by the players’ ability to handle them, and even make an easy encounter a bit more difficult by just making everything a bit tougher. I’d be able to focus on maps and letting my players explore than needing to quietly direct them behind the scenes so they wind up someone I’ve got prepared for them. Hell, I could build the entire thing early on and just give them a continuous string of “the mayor’s daughter was kidnapped” and “there’s some gnolls out in a cave who’re raiding merchant caravans” quests until they got tired of playing or have literally bought the entire country they lived in with all of their fabulous adventurer wealth. The whole story would be about creating their legacy and achieving fame and fortune rather than some problem in the world that only they can fix.

In my mind, that’s classic Dungeons and Dragons. I’m willing to bet D&D has always been a pretty even mixture of the simpler style stories of just wandering around a world full of danger and treasure and of being sent on a quest to defeat a series of sequentially stronger Big Bad Evil Guys. I just have a tendency to run campaigns that are mostly the latter and hear about wonderful, fun campaigns other people played in that are the former. I want to run one of the simpler style campaigns, or maybe even a pre-made campaign. It would be interesting to be able to focus on the stuff specific to being a Dungeon Master instead of a story creator when running a game. I bet I’d learn a lot about what makes for good tabletop storytelling.

Tabletop Highlight: First Reactions to Fifth Edition

Over the weekend, I took my first deep dive into D&D Fifth Edition. I’ve made characters and even briefly played it before, but this was the first time I actually explored characters rather than rushing through the process. Carefully considered each class and, after looking at what I had to work with, settled on playing a Sorcerer. The first D&D character I ever played and the most fun D&D character I ever played were both sorcerers, so the class is near and dear to my heart.

My initial impression was that the system is complex, strange, and makes very little sense. Over time, though, that shifted. The more time I spent with it, the easier the system seemed. So many of the 3.5 rules I know by heart and so many of the choices I’d made in a 3.5 campaign just aren’t options. Feats are entirely optional, ability scores cannot be increased over 20 via natural level progression, and everything in the system feels a lot more balanced. My past remarks about the 5th edition being more like addition than 3.5’s multiplication still stands, but that means that all of the classes still wind up in more or less the same neighborhood.

The biggest revelation I had while exploring the system more fully was the way it lends itself toward role-playing. 3.5 can be entirely numbers with no role-playing unless the players and DM are specifically making room for it. 5th edition doesn’t necessitate role-playing, but it does make it a much more regimented part of the character creation process. There’s room on the standard character sheet for flavor text about who your character is, the backgrounds provide a basis for less experienced players, and even the class features help you figure out who your character is based on what specializations you pick.

The hardest thing for me to learn is the new rules around combat and actions. I’m used to poison results being specific to the poison used and much more complicated skills that play off of each other and are full of conditional modifiers. The simplified “advantage, neutral, or disadvantage” system takes all of the conditional stuff and wraps it up in one neat little package. I can see combat and skill encounters are going to be much easier for new players to handle since the math isn’t as potentially complicated. I’m going to miss my ridiculous bonuses and OP bullshit that I can pull when I’m feeling petulant in 3.5, but I can see myself running a lot of 5th edition games because it’ll be so much simpler. Instead of spending time looking up rules players are asking about, I can focus on storytelling, good encounters, and keeping the game moving along. I’m really looking forward to how the pacing changes between the two systems.

That being said, I think I’m going to stick to 3.5 for my big story campaigns. 5th edition is still relatively new and I can’t find as many resources for it as I can find for 3.5, so it would be a lot harder to make up some of the stuff I have for 3.5.  5th edition’s power scales are too linear to be able to just fudge a few numbers and make it work, even at mid to high levels.

This past weekend, I stuck to mostly first level things for my sorcerer (and a rogue as a backup character for when my aggressive, “think’s he’s a tank,” sorcerer gets smeared on a dungeon floor). Next weekend, if I’ve got the time, I’m going to look into future levels, magic items, and how all the rules have changed so I can start planning out a campaign to run in 5th edition. I’ve got a lot of friends who want to play now and 5th edition seems like it would lend itself well to online play, so I might actually be able to help my friends who don’t have anyone to play with in their areas, finally. That’d be great. I like running big games full of organized chaos and laughter. Even if I can’t see everyone’s face, I think this would be a lot of fun to do.