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Dungeons & Dragons Analysis, 5th Edition

The Game Young Boy (Jap. The Game Young boy is one of the very popular game consoles with even more than 118.69 million duplicates (Game Young boy Color) offered (Game Child Shade) and also was the best-selling handheld console in the world for a long time. The Game Boy was only readily available together with the game Tetris, which was the very successful computer game of history.

First thing, a little history. DUNGEONS & DRAGONS (We will keep the English name, by tradition) will soon celebrate 50 years (in 2024) and many rumors speak of a sixth edition to mark the shot. But currently, the license is at its 5th edition, that we will present in this article, after our little summary. The game was created by Gary Gaga and Dave Arson comes from the middle of the War game , older, and in particular Chain mail, a war game created 3 years ago by Gary Gaga. The role-play genus is older, but Gaga and Arson are really those who have laid the foundations of the genre and popularized it around the world.

The game and the license take off in the 80s, despite some resistance in some very traditional religious circles, but without great consequence for the license. A little later, in 85, the company founded by Gaga is prey to large financial difficulties and an intestine struggle sees the result of the outcome of gaga of its own society. The situation does not improve despite this and in the 90s, while the company is on the verge of bankruptcy, Wizards of the coast , with its financial power raised thanks to the Magic cards, bought TSR and all His licenses. But hey, we will not: it's clearly D & D that was interested in the Giant Wizards.

During these years, the editions of Dungeons & Dragons followed one another:

  • 1974: DUNGEONS & DRAGONS
  • 1978: Advanced Dungeons & Dragons (for many the most illustrious)
  • 1989: Advanced Dungeons & Dragons 2
  • 1995: Advanced Dungeons & Dragons 2.5
  • 2000: Dungeons & Dragons 3rd Edition
  • 2003: DUNGEONS & DRAGONS 3.5
  • 2008: Dungeons & Dragons 4th Edition
  • 2014: DUNGEONS & DRAGONS 5E (formerly D & D Next)

The revolution is essentially under the Wizards era, with the 3rd edition that brings a completely revised system and named D20 System, always known and used today.

I remember this passage at D20 System, it took a big time of adaptation, but it was very well-thought-out and made the role-play, or rather the license DUNGEONS & DRAGONS, much more accessible to the common of mortals. He accelerated the parties, made the rules more fluid; In short, it was a very good evolution of d & d.

A few years later, 3.5 release. This is a revisited version of the third that has been designed with the help of the community and their feedback as to certain rules, Wizards always doing great case of the satisfaction of his players.

Then came 4th edition in 2008. I admit right away: I never played, so my opinion is not lit and certainly subjective. But this edition has totally changed the game. The characters are divided into levels and echelons, new classes / breeds make their appearances. However, it is clear that the essence of D & D has disappeared.

Let's talk about my point of view, which made me skip this edition. The 2000s, it is the golden age of the MMOs — extra reason why I jumped editing: I had a lot of abandoned the DR on the table to make Role play in MMO — and wizards, being Not fooled, wanted to jump on the occasion and was largely inspired by the MMOs system to create its new system, inspired video games with more defined roles (tank, healers, etc.) and a more linear progression. Note: I can be wrong, I repeat, I have not played, but I express my resentment of the time, what I have heard, and what made me tell me that no, this was not for me. Not to mention that the master of play side has become much more anecdotal. We are almost on a tactical game and more a role-play. And this new version has totally broken the community. Yes, this edition has surely attracted a new audience to the role-play, but the old ones have totally disavowed this version, have shouted in scandal and left to other horizons (including Pathfinder who knew the success we know and who had been taped at the time of being the unofficial heir of D & D).

In short, this Seymour hurts the license. Much trouble. And in 2014, the 5th edition was received with great skepticism. Not to mention that many young players, who flew the DR in the 90s and 2000s aged and might no longer have time to look at the role-play or had their habits on other licenses. In short, everything was to redo, despite the name of Dungeons & Dragons.

To do this, Wizards provides, during the development of the game, the rules in development, accompanied by scenario, to return to their habit and what to always do the success of the game: the return of its players and its community to achieve the rules.

It comes in a system where the master of the game is new in the central part, with a task of narrator, while the fourth was more in the tactical group with some history phases to cut combat parties.

The sauce has resumed. Slowly at first, then with passion then. Dungeons & Dragons 5E is a hit among both players and commercially, at least in regard to our English-speaking friends. The 5E system since used by many other publishers of role-playing to their own licenses, even for larger (e.g. in Aria Logan changing the Samarium system to the 5E for its new edition).

In France, it's more complicated. First, it is nobody really looked. Then in 2016, Wizards provides documents related to his system, 5E, and two French publishers announced that they will translate it and launch their own games — Heroes & Dragons in Black Book Publishing and Dragons role-playing Agate Studio in . Two very similar games and experiencing destinies not easy (but not the subject here), for the following year Black Book Editions did not get the official license and begins to edit Dungeons & Dragons 5th, they lose license in 2019 in favor of Amadeus.

All mishmash that, contrary to our English friends, game books, as the basis for books that various supplements, are struggling to come out in French. Whether its poor management, difficulties of any kind or another, France is terribly late and players waiting, often in vain, that the works to be translated. Many people are turning to English publications, suddenly.

In 2021, Wizards want to take things in hand and decides to recover its licenses, from there, edit their own D & D5 in multiple languages ​​more or less simultaneously, with certainly more monitoring and listening to his community. They want to unify the players around the world.

And in the last few months of 2021, the new editions of D & D5, edited by Wizards of the Coast, arrive at French-speaking players. Editing has been slightly updated with the various patches that have occurred since 2014, and are changing some names (to stick to the English version, which was not the case before).

In short, here we are, with this beautiful box in hands with traditional:

  • Master's Guide
  • Player's Guide
  • Bestiary

I rediscovered D & D now, in 2021, finally with a real effective communication and true promises of tracking books. I've always loved Dungeons & Dragons, but I passed on Pathfinder after D & D3. And return to my first love before this support was complicated. What should be done between H & D, Dragons and DD5? The books are compatible, but there was no further reference. In short, I have discovered D & D5 recently and if I make it back now is that I have had time to control and play since I this edition.

The three books are beautiful works. Everyone is pleasant to read and handle. The books are full color, with many artists who actually put like many concepts, scenery and other characters from the world of Dungeons & Dragons. So of course it is not a good role-play, but gamer who respects you say, a good book is a huge plus in choosing the games we play.

How many times have I not bought a role-play... because he was too good? (Fault and half redressed: how to buy RPG like that I never played ?). Nevertheless, if sometimes it is a good coating with the inside vacuum, or a limited interest in by his world player table, in this case, the strength of Dungeons & Dragons 5E is not in its illustration (if not DD4 would also have been a carton). No, it is by his system he has established.

And yes, I now understand that love for the new system, this fluidity in the game so the opposite of what is done elsewhere. And what's funny is that in the end, it is a mere mechanical makes me say as much, it's great. This is the system of benefits and disadvantages.

This is the nerve center of all this edition, a system that gives players additional dice game. You have an advantage? You throw two dice of 20 faces (2d20) and you keep the best of both. A disadvantage ? You keep the worst of the two.

Exit thus modifiers of all kinds. And it works, the game is terribly fluid, the interpretation of the MJ facilitated, as well as its general management. For example, a gambling personnel can give an advantage (or disadvantage) by the description of an action player. The rules also give advantages and disadvantages in their attributes, spells, etc. But we will come back further.

All that is a tactical fight has been completely set aside, the beautiful part is done to the epic descriptions of the fight. It is quite possible to play without a game tray, very easily where, before or elsewhere, it is sometimes much less obvious (or impossible).

At the level of progression too, it's much more fluid. You can very well evolve and choose as you go your progress, your skills. You no longer have to feel obligated to take this or that donation to access this or that career change at a given level. It's much more free and allows a lot more customization of your characters.

Moreover, if previously it was not at all obvious to evolve a character, Wizards greatly oriented his works in the opposite direction: today, playing a character of Level 1 and mount it at level 15 is completely conceivable as part of an epic campaign. Heads of legend, great adventurers are played. No guys came out of their hood ready to land the wild rabbit burrowing.

For this purpose, in English, Wizards has brought back a new vision into its books. If they still make scenario books that can integrate into any campaign created by a master of the game, the main effort is in the development of a complete campaign book. And at the dawn of the 5th edition, they brought the iconic temple of evil elementary to the taste of the day. Well seen the artist! This campaign, terribly known by the oldest players (those of the 70s/80s), now fully covers the evolution of a player's character, his debut to his retirement!

Another point that has also seduced the public: before, DD was complex. We had tons of books on objects, additional classes, classroom deepening in thematic extensions (paladin and consorts, guide of the Foulard, etc.). Now, orientation is quite different. By its centralization of activity, Wizards now offers much more lore-oriented books (the universe) of the game. Campaigns, scenarios, contexts, everything to make adventure the most immersive possible.

In addition, many iconic d & d universes are currently coming back. Raven loft , output 2021 to mention one, is an alternative to the classic forgotten kingdoms. Wizard has recently launched a rapprochement of its two large licenses, D & D and Magic, realizing crossovers between the two: elements of one appearing in the other. Another idea to group communities.

Let's go back to the basic books of this 5th edition.

The player's manual has a little over 300 pages and is centered on the rules, the different tables. As said previously, everything has been fluidizer to accelerate the parties. Including reading the book. We quickly understand what to do to create characters. It is very well framed, although very classic and terribly simple. This gives a lot of depth in D & D5, it is not the compactification of the characters by a multitude of donations and skills. Here, which influences a lot of influence... these are the backgrounds of your characters (essential). They help not only define the character, to give him a soul, but they also directly influence the game that it is by the imagination stretches an MJ or giving advantages (or even higher) if they are played in Game. It also influences the experience rewards at the end of the game, if something really needed to motivate players to play RP.

To still illustrate this general simplification, the fighting part, the most important part in the 4th edition and imposing in the 3rd, has only one... a dozen pages in the 5th edition! No need to be a prominent mathematician to calculate the bonuses of a jet of attack, defense or other magnitude of the genre. Now: Launch a D20, add your capacity and skill (your possible control of a weapon used for example) and... PASTA. We can apply, or not, a jet of advantage or even disadvantage according to the situation RP of the fight. Do you take an enemy by surprise? You have the advantage, so you launch 2D20 and not 1, and you keep the best. Simple, very simple. And perfectly consistent with a desire for dynamic and immersion-oriented game.

Another example of combat simplification. Previously, there were degressive bonuses according to the number of attacks, or for the ambidextrous, for example. First attack at +6, second to +2, etc.

Here, finished all that. Do you have several attacks? They have the same bonus. Lower than the first attacks of old editions, but more efficient than second or third attacks, for example. It keeps a combat cohesion on the course, not that the monsters die too quickly. And also makes it possible to expand the bestiary accordingly, because a low level monster will not kill a neglected gesture if you have 10 levels more than it. It will always be able to build a threat to you.

At the progression of the character, we now have a much more stable advance. Before, there were some levels that brought almost nothing to his character, except one more life. And saw the slow level of the level rise, before, it was sometimes very frustrating. Now each level makes the character a little more experienced by the contribution of new capabilities to each level. It gives a much more constant progression and a much more controlled learning than before: the player speakers in parallel with his character. Each gift you would decide to choose brings things. It is no longer necessary to plan his character from the years ahead to achieve the advanced gift so desired. You take it if you have the necessary level and then that's all.

With regard to skills, they are fewer than in 3.5 edition and are now directly related to character characteristics. If you do not have skill points, you apply the points of the linked characteristic. If you have, you add them.

Let's talk about Magic now. It may be the sector that has suffered the least changes, but still has a tendency to reduce. For example: there are no several spells of care. There is 1. More or less efficient depending on the level you place it in your learning. At Level 3, it will be more effective than at level 2, itself more effective than at first. Same for most progressive spells as for magic damage or the magical missile eternal that increases power (or quantity of projectiles) depending on the level used. Unlike DD3 or Pathfinder, if you play a low-level magician and exhaust your useful spells in a fight, you can still in canter direct damage spells, of course certainly, but admit that for a mage it will always be more Effective than walking with a rapier or, for the most cautious, an arc or another remote weapon to compensate for the absence of magic.

In short, I will not engage in the return of this book anymore, I think you learned the essentials.

The books of the master and the bestiary give advice and aids to the master of play, as before. They are just as well explained and illustrated that the player's book.

Now let's go to a small bonus that has happened shortly after the output of the basic books with the initiation kit named the essential.

This is a magnificent gateway to D & D5, unpublished in French (another kit existed before, but it is not the same) and brings a simplified but complete version of D & D5 to start a table quickly. It was my gateway and actually, I had the box, the same evening we played.

This includes everything you need: a condensed of the most important rules, a small initiatory campaign for low-level characters, breeds, playable classes (it lacks some compared to the player's manual), aids games with cards of all the objects described in the campaign for example, etc. Very well decorated too, it's a must-have to start. It takes you to the northern lands of the forgotten kingdoms and is playable from one to five adventurers, in addition to the master of the dungeon, of course. And frankly, for 19.99 euros, it's really not stolen.

Moreover, in this connection, the new edition of Funds & Dragons published by Wizards has also decreased by price compared to previous editions made by third party publishers. There was even the complete pack to less than 100 euros there is little on Amazon (on promo) and in full price it is 125 euros, from memory, against 150 before, I think. And the books, independently, are at 40 euros.

From now on, Wizards will provide new books, extensions, etc. By closely following the original versions of the outputs. Unfortunately, past books, which should have been translated by other publishers before the recovery of Wizards, will not systematically have a translation, but some will still be managed. But what matters is that the next outings, they will all be (I talk about it here). In addition, I was talking about the beginning of the article: the rumors are going well on 2024. A new edition will see the light of day. D & D5.5, D & D6, it is not known, but it will be compatible with all the set D & D5. That's it, I hope you have given you the desire to take a look at it. I personally, I'm conquered.

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