At last , a new edition of Dungeons & Dragons Player ’s Handbook has been released . This variant of the world ’s first RPG wants to gratify honest-to-goodness - school gamers and draw in newcomers at the same clip . With its classic flavor , compound with buffed and polished rules , it just might succeed .
It ’s been six geezerhood since the polarizing 4th Edition of D&D was first released . That version was bold and innovative and , ultimately , a failure – by the ending of its living , plan releases were being canceled leave alone and right because of poor sales . This version was announced and spring up in a very public fashion , with receptive playtest text file that allowed players to try out out various iteration of the rules , then comment on them so the designer could see what was shape and what was n’t . It felt like a hatful was ride on this edition of D&D , like maybe if this edition flush it , parent company Hasbro would let the biz sit idle for a prospicient meter .
Well , there ’s no vexation about that at this point . On the day of its liberation , the 5th Edition Player ’s Handbook was the bit one selling Koran at Amazon . Not the bit one selling RPG playscript or biz . The top marketing leger , period . Of of course , sustain that kind of succeeder once everyone owns the Congress of Racial Equality books is the sly part , but at least D&D is hard out of the logic gate .

The Rules
The hard gist of rules at the center of 5E ( the fight and adventuring rules ) takes up on the dot 25 page in a 300 - pageboy Word . Wizards of the Coast use the word “ streamlined ” a lot when they talk about 5E , and it ’s really reliable . It ’s not a dumbed down reading of D&D by any mean , but a lot of the jaggy edge and needlessly complicated elements have been filed and sanded down . I talked to D&D Lead Designer Mike Mearls at Gen Con last week , and he secernate me that a lot of rule conclusion came down to driving the action to the board rather than to the leger . That mean cutting down on dominion that expect bestial force memorization and felt more intuitive to the thespian .
How have things been streamlined ? In a lot of short ways . There are no separate economic value for save throws – a saving throw merely use an ability score . If the DM say , “ Make a Dex save , ” you roll a d20 and sum your manual dexterity modifier . Instead of a menu of acquisition in which you purchase ranks , attainment are tied directly to power scores ( and there are fewer skills overall ) . There ’s a savourless technique bonus that apply to a bunch of different bowl , so you only ever have to know if you ’re proficient with something or not . Using a weapon you ’re proficient with ? Add your technique bonus to the attack roll . Using a skill you ’re proficient in ? Add the fillip . Not proficient ? Then just use your ability modifier . The proficiency incentive starts at +2 at first level and gradually increases to +6 at 20th .
Feats have been improved importantly . For one affair , they ’re optional . course of study get boosts to their basal ability scores at certain story . you could forfeit the hike to take a feat instead . The feats have been consolidate , to great benefit . In 3rd Edition , you had to take a chain of mountains of have-to doe with feats to specialise in something . In 5E , a exclusive feat lets you be slap-up at mounted combat or crusade against spellcasters . This mean effort are much more hefty , individually , and instead of just being yet another thing your eccentric can do , they really assist delineate who the character is .

One of the biggest changes is the remotion of static bonuses for most rolls . You ’ll still find the unmatched +2 fillip here and there , but those have mostly been replaced by vantage and disadvantage . On those rolls , you only roll an extra D20 , and take the higher of the two if you have reward ( take the lower for disadvantage ) . It ’s a really fun path to promote a roller , does n’t necessitate bookkeeping or call up a lot of variable , and really speeds up play .
There are a lot of other little tweak like this , things that keep the feel of authoritative D&D , but remove a lot of the part that made affair less fun ( no flanking regulation , and only one agency to trigger an blast of opportunity ) . Having read through the Player ’s Handbook good and having play several session using these rules , I have yet to find a linguistic rule a actively dislike .
Characters
5E feels most like 3rd Edition , if you need to compare it to something . social class gain new abilities as they reach each level , gaining more option for dealing with whatever strange things they encounter . While grapheme do get more powerful as they level up , there is no “ attack fillip treadmill . ” That is , there ’s less artificial scaling up of power levels to pit equally scale up monster power levels . Some monsters are a lot rugged than others , of course , but to pose them you ’ll need to use your good spells or smartly utilize special character power . You gradually get better at things , but there ’s no walloping attack bonuses to match ridiculous monster AC .
The available division cover a lot of terrain : barbarian , bard , cleric , druid , scrapper , Thelonious Sphere Monk , paladin , ranger , rogue , sorcerer , warlock , wizard . The concept of paragon paths or prestigiousness family has been fold up into the gist classes . You mostly pluck these pilot at 3rd level ( is your paladin a classic holy warrior , or more of an retaliator ? Is your rogue more of a thief or an assassinator ? ) . This gives players a lot of elbow room for character customization build up mighty into the core social class , without having to worry about multi - classing . Multi - classing if sure enough available , and mostly straightforward , for more in advance players .
And there are plenty of crunchy rule to exploit if you ’re a hard-core min - maxer who enjoys build knock-down characters . I ’ve already discovered that an Eldritch Knight ( a fighter pilot ) becomes really powerful at 7th grade , since she can vagabond the at - will cantrip True Strike ( which grants vantage ) as a fillip natural action – that think vantage on every single attack ! It ’s also not too difficult to build up a hard armored spellcaster , since casters do n’t have arbitrary restrictions on armor use . It ’s establish on whether or not you ’re proficient in the armour , and measured race choice , feats , or multi - classing can result in a wizard in full plate , no job .

What ’s specially interesting is that a lot of the formula are signify to push players in the way of part - playing . How much players get into character and story of course depends on the radical , but when the scheme prod you in that focussing it really helps . Character background are an integral part of eccentric creation , instead of an optional add - on that was easy to leave about . Each scope gives a part a couple of extra attainment technique and a squeamish bonus feature , plus a lot of related equipment . There are table to roll various personality traits tied to each background knowledge . Are these things necessary for a dear RPG ? No , but having them present in the heart book , and tied to tightly to core characters , puts the idea front and center that this game is about tell stories with interesting fiber .
Art
The graphics is a major part of any RPG . One of the things that drew me in when I was a kid was the awful paintings of adventurer and colossus . I ’d stare at them for hr imagining what stories and dangerous undertaking had moderate to that moment . The art in the Player ’s Handbook is excellent . There are a mint of contributing artists , each with a slightly different style , but it all feels very cohesive . There ’s a lot of action and expression , each art object act as a gateway into another fun adventure or exciting minute .
This edition of D&D goes out of its direction to be inclusive . For instance , character creation emphasizes that gender choice does n’t “ come with any particular benefits or impediment , ” and that characters can explore way in which they hold stereotype . There ’s an entire paragraph trace room to reject binary ideas about gender , and specifically says , “ your character ’s sexual preference is for you to settle . ” That vibe is carried through in the nontextual matter . A pretty wide compass of races , tegument pure tone , and body pattern are draw , include some of the iconic images that attach to the core classes . The women be given to wear reasonable , pragmatic armor and cloak , and there ’s surely no gender segmentation in terms of class or ability . There are badass warriors and groundless - eyed spellcasters of all kinds .
Digital Tools
Wizards of the Coast has licence with Trapdoor Technologies to produce digital tools for use with this edition . At Gen Con , I was able to attend a demo of these prick , called DungeonScape ( full disclosure , Trapdoor treated public press to a nice steak dinner party at this demonstration ) . It sure enough made character creation a breeze , but then , lineament creation is really easy with 5E to begin with . What ’s nice is that the app ( built for tablet and web web browser app ) allows customization to a wad of elements , so if you ’re using house rules or create your own magic items , it ’s really easy to adjust things to agree .
DungeonScape has in - play management tools for players and DMs . It will track party first step , for exemplar , and allow the DM to send secret inst messages to individual players . The developers at Trapdoor are unquestionably serious gamers , so there was a deal of treatment about the correct way to use digital tools without ending up with players staring at their devices and not at their friends or the legal action on the table .
All of that is peachy , but nothing several exist apps ca n’t already do . What ’s most interesting is that 5E adventures are incorporated directly into the app . So if you corrupt Hoard of the Dragon Queen within DungeonScape , it will give you the maps , NPC , teras stats , everything all within the app . you could even make notes that remain with the adventure to remind you that the player killed this NPC or already deliver the merchandiser prince . I address with Trapdoor founder Chris Matney ( who bring out his slew of 1st Edition D&D books to rise they were unfeigned gamers and not just some random technical school ship’s company employ to make an app ) about adventure integration . I was musing about how it ’s probably a pie in the sky scenario , but bringing in classic D&D adventure modules into DungeonScape would be awing . He surprised me by say , “ It ’s not a Proto-Indo European in the sky , it ’s something that ’s going to happen because we all want it to happen . ”

The pricing simulation for the app has n’t been unloose , but the demo bod suggest a sort of a la cart model , where you could purchase access to individual class and races . On one helping hand , I detest microtransactions like that , but if you ’re a fooling player who just needs basic access to one or two year , that might make thing cheaper in the long run . We ’ll have to see how it all plays out .
But Is It Fun?
I ’ve execute the Starter Set dangerous undertaking with two dissimilar group now ( using pre - give character and ones we created ) , and it really is a lot of fun . The streamlining let you enjoy the good parts of the game while spending less time bogged down in esoteric pattern . The baked - in lineament setting drive fundamental interaction and storytelling . I also love the Inspiration rules , whereby the DM can present a D20 to a player for playing their character really well or just doing something creative and awful . That D20 can be used to give advantage to any roll , or awarded in act to another player . I buy a gang of really bright , neon green D20s at Gen Con so that the Inspiration dice will always be really obvious at the board .
Despite how smoothly it runs , this version of D&D is not dumbed down . I asked Mearls about one of my pet peeve , the sappy way that write level and spellcaster levels never cope with up . If you ’re a fifth level virtuoso , you ’re casting third degree patch , and that never made common sense to me . Mearls told me it was an designed selection to leave some of those jagged edges to keep everything from feeling too generic . element like spell level and skills are part of D&D lore , so they observe some of those in ( one iteration of the playtest rule had no skills at all , just ability proficiencies ) . This allow D&D to experience constituent and a little uncanny , and call back to those early edition that we often loved because of their flaw , not despite them .
The Future
How do you affirm interest in D&D once the core books are out ? retiring version have just tacked on more and more . More feats , more great power , more monsters . That well inevitably go ironical . It looks like 5E is going to bind thing to bad adventures to a big extent , probably with splatbooks adding young feature and musician options to go along with them . Mearls was n’t clean on those design , but he did tell me that Wizards would be putting out fewer D&D releases overall . They want each release to be a big consequence , something that RPG civilisation hash out and catch excited about . Every 5E script will be a milepost of some kind .
This edition is also very expandible by innovation . When the Dungeon Master ’s Guide come out in a few months , it will roleplay as a sort of hack ’s guide to D&D. All the rules to play the biz are in the Player ’s Handbook ( you might want a print adventure for now , since there ’s only a handful of beast in the PHB ) , so the DM ’s Guide will show you how to customize and adapt and produce things yourself .
But there ’s also elbow room for solely fresh , optional systems . Mearls told me that he really likes a background establish attainment system like the one 13th Age employ ( so alternatively of picking accomplishment ranks you just assign outrank to a background like , “ Former literary pirate of the Midnight Sea , ” and you may habituate those ranks when you navigate , steer a ship , unlace a mile , appraise treasure , or anything else you may suppose of that fits ) . But that system was too far from the core , familiar direction skills ordinarily operate in D&D , and is a little tough for new players to handle . It ’s a perfect scheme for a succeeding volume for more advanced players , however .

There ’s no such thing as a utter fantasy role - playing plot . Everyone has unlike taste , unlike play styles , and unlike nostalgia that induce them have sex a plot for different reasons . But this Player ’s Handbook lays out an adaptable , easy to take game that carries with it much of the flavor and history of 40 - odd years of Dungeons & Dragons . My gaming group seems thoroughly win over by our initial sessions , and I ’m in person frantic about D&D like I have n’t been for quite a while .
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