Friday, October 31, 2014

D&D 5e: Players Rule (or: Players' Rules), Part 1

Discussing all of the rules from the players' perspective is still an overly broad subject, so I'll focus on just a few aspects that seem to be important to players: experience gain, leveling up, combat, noncombat abilities, and spellcasting.

Experience Gain:
In my limited experience with players in their first four levels of play, it seems like the old model of "13 encounters per level from 1 to 20" is gone, probably for the better. Level one went by in a few brief encounters, and level two went by similarly quickly. The game is absolutely designed to give you a quick amp up from one to three (and a case could be made that it goes to four).

5e makes an even greater push than before to expect "milestone" experience rather than per monster experience, though the "per monster" xp is still in full and clear effect.

What I like about this melding of the two--making each method believable and natural--is that it allows the DM to use each one interchangeably. From personal experience I can say that when awarding experience to my players in 5e I have been able to swap from per monster to milestoning without the players feeling like I'm giving xp by DM fiat. I count that as a tremendous boon.

Leveling Up:
One of the awesome advantages of the first few levels being "quick gain" levels is that it allows 8 of the 12 (Clerics, Druids, Sorcerers, Warlocks, and Wizards being the exceptions) to wait until third level to establish their core principles, archetypes, and class features. It's telling, I think, that it's the primary spellcasting classes who have to choose who they will become later, earlier. Wizards choose their Arcane Tradition at second level (giving them some time to acclimate to what kind of spells their campaign/party/adventures will require), and Druids similarly get to wait until second level to choose which Druidic Circle they will associate with (providing that same acclimation time to allow them to discover what environments or lack-thereof they'll need to function in).

Only Clerics, Sorcerers, and Warlocks really have to know what they're doing right out of the gate.

Clerics need to choose their domain--that eternal link to their deity/patron/cause--when taking that first level of Cleric, and their advancement (more so than any other character class) is determined by that domain's features. The only positive for these deterministic characters is that there are more domain options (read: archetypes) than there are archetype options for any other character except the Wizard (whose magic schools create a staggering eight options). Of course, Clerics do have the largest breadth of divine magic to choose from, and have access to this copious list whenever they prepare new spells. So there's always that.

Sorcerers are limited in that they need to choose their Sorcerous Origin at first level; this, at least, makes sense story-wise. (I can make a great argument for Clerics waiting until third level to choose a domain; a Sorcerer should probably choose an origin as soon as her magic manifests.) At least Sorcerers get some flexibility in their spell choices and (as they progress in levels) in their Metamagic abilities. These allow for additional choices that have both combat and non-combat impact on the character as she progresses.

Warlocks' choice of Pact Boon is delayed, but they do need to (like a Cleric) determine their initial, eternal, contractual link to a Patron. Because of its absence from third edition, my understanding of Warlocks is not as well developed as that of the other classes, but it does seem like Warlocks are necessarily choosing early in the same vein as the Cleric. From a rules perspective, I like that they delayed the choice of the Pact Boon so that there is some versatility for this strangely versatile caster.

Back to the matter at hand: these first three to four levels give players a chance to acclimate to their heroes before being forced to make major choices about the entire arc of the character. I believe there's a conscious design choice here: if you're going to play a "special spellcaster" (Cleric, Sorcerer, Warlock) then you had better know where you're headed and what you're getting yourself into right from the get-go. If you're a fancy-pants spellcaster (Wizards and Druids) you have to make a choice earlier than most. (Yes, I know I've drawn an artificial line between "special" and "fancy-pants"--just bear with me.) However, if you're a "melee" or "non-spellcaster" you get a full three levels before you have to commit to something: the Paladin gets time to consider his oaths, the Monk her tradition, the Rogue her archetype.

Spellcasters have always been able to differentiate themselves by preparing or wielding different spells than other spellcasters of the same type. No two wizards ever played the same. But, in previous versions, a level 5 fighter would probably look very much the same as another level 5 fighter. Perhaps more accurately, a level 7 Paladin would be almost identical in features to any other level 7 Paladin. We might claim that a Rogue could distinguish herself by having a different set of skills to back up that Sneak Attack, but we all know there are certain skills that a Rogue had to invest in, and that if she weren't investing in those, she may as well be another class entirely. 5e strays from this; it not only provides these non-spellcasting characters with some divergence and individuality, but it gives the players time to articulate just what that individuality looks like.

At my own table, this turned out very differently than I expected--and I think it's largely due to the time provided by this new game structure to let players get comfortable with their characters.
  • One of my players agreed, right off the bat, to play the Cleric; this was not necessarily his first choice, but he understood the necessity of a healer and was willing to throw everything he had at it. He took the Life domain at first level (as the Basic Rules gave him).
  • Another player rolled a Wizard. Though they played a she-elf who was devoted to Oghma (basically taking one of the pre-gen backgrounds for the Lost Mine of Phandelver Wizard), they leveled her into the Evoker archetype: divining might make sense for her deity and background, but she was a fiery--even impudent--elf. The player took the "lack of social graces" and combined it with a dangerous curiosity to justify (well!) a knowledge-loving maidenly elven evoker.
  • My third player chose a Rogue--a role she'd played before, but not with a "real" back story or motivation. (5e helped in this regard too; having a real back story for her character allowed her elven Rogue to move well beyond "moody outsider" into a fully-fledged paper-person by the second encounter--more about this later.) I would have bet money that the Rogue would have chosen the Thief archetype; the abilities are stellar for general rakish talents like breaking in, escaping, and being mobile. I would have lost that bet. By the time the characters had hit third level, the Rogue had developed a taste for blood and grudges; though Good in alignment, she was rightfully paranoid about enemies in her past. On a meta-level, the player recognized that for an average combat, she was the strongest damage dealer in the party. She took the Assassin archetype and hasn't looked back.
  • My final player has always rolled Paladins. Always. This campaign is no exception. Not having to be Lawful Good with an honor code that is supremely rigid right from the get-go was a great benefit. Though he's always been able to tread the line, he usually had to lean over it right from the start in order to accomplish the party's goals. Giving him those few levels to consider how it might play out meant that the player toyed with the idea of being a darker, avenging Paladin. In the end, both for story reasons and for more meta'd reasons, he chose the "standard" Oath of the Devotion.
To have two of my four players choose vastly different options than appeared likely at first level tells me that the new system is working as intended--maybe even better than intended.

The only negative points my players have noticed (and I agree) is that there's no clear "what do I do next?" when leveling up. By next session, I hope to have a cheat-sheet I can share with them. In third edition, I had the page memorized for "Steps in Leveling Up" because it came up so often; there were so many complicated steps, and the order of operations mattered. 5e's strength is that the steps you take are fewer; the negative is there isn't much guidance as to how to take them.

My proposed list (right now) looks like this:
  1. Increase your class level in the class you are leveling up. (e.g. Barbarian 3 to Barbarian 4)
  2. Check the appropriate class chart to see what changes about your character. (Note: If you are a multiclass character, your instructions diverge at this point.)
    1. Does your proficiency bonus increase?
    2. Does an old class (or race) feature improve?
    3. Do you gain a new class feature? Ability Score Improvement/Feat?
  3. Roll new hit points.
  4. Record new spellcasting information (new spells slots per day, new spells known, etc.)
Since my players have yet to ascend to the heights of the "journeyman" adventurer (and beyond!) my observations may be necessarily limited, but I have a feeling that the game design, with its bounded accuracy and number-of-monster-scaled encounters, will hold true to these initial observations.

 I'll investigate combat, non-combat, and spellcasting abilities in another post.

3 comments:

  1. For the record though about the "XP by fiat" thing, I'm all for a system where you level up just because the DM decides it makes sense, or because it facilitates the story. I've never understood collecting XP. Its place only makes sense to me in a video game where grinding is an option. (If you don't have the skill to beat the boss, then you can spend time fighting easier people until you have enough power behind the skill that you do have.) I suppose in DnD it could also serve as a type of feedback from the DM (e.g. higher amount of XP indicates that you picked the "better" resolution to the event, or maybe to hint to you the event was significant) but other than that, it's just needless arithmetic.

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  2. That's a very interesting idea (that the experience point system is more for the DM than it is for the players in the sense that it tells the DM when the characters have "learned enough"), but I think your second point reveals that the two systems are two sides of the same coin. The experience points tell players how significant their characters' encounter was or how epic their solution was. It also allows players (particularly at higher levels) to feel like they're "getting somewhere" and to have a gauge as to how soon they'll get to use that fancy new ability they get when their character levels up!

    That's why I like the current edition's focus on both styles: it's good for the players. If they just fight a whole bunch of random monsters because they're exploring, they may level *before* they ordinarily would based on the campaign/story being told. If they think of clever, interesting ways to circumvent some of the encounters and get to the next part of the story, they're rewarded with a level rather than punished by being required to grind.

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  3. I suppose that's true. It allows players to retain control over their own story. If the DM sets up some epic conflict the players are supposed to solve, and then they're like "Forget everyone else, we're going to go hunt deer," they can do that, and it does still mean something (they still advance slowly - the DM doesn't force them to stick to his story by withholding XP until they do what he wants and go back). But the small XP they'd get would indicate that *maybe* it's not the best use of their time, especially if they want to push their characters to develop new skills/powers.

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