Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Apr 16, 2015 3:38:24 GMT
So... I do not own a DMG, which might make creating games difficult. Though, it seems, I can get by pretty well with the dndNEXT PDF. I just learned that I can trade in just my 5e PHB for both the 3.5e PHB and DMG... and I would get an adventure to boot. My question is: is 3.5 that different from 5 to warrant keeping my 5th PHB and waiting till I get the DMG?
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magicmark
Squire
Posts: 31
Favorite D&D Class: Sorcerer (I am the Boom Stick!)
Favorite D&D Race: Lapid (ain't nobody as Hard as a SodHopper)
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3.5 v 5
Apr 16, 2015 4:09:33 GMT
via mobile
Post by magicmark on Apr 16, 2015 4:09:33 GMT
The 2 are quite simular, 3.5 makes a lot of simple things overly complex but the 2 are in essence the same with 5 trimming a lot of 3.5's fat. 3.5's biggest advantage is also its hindrance there's just soooooo much content that there's a ton of ways to break the game i.e. "peasant rail gun" line up 5000 commoners, have all of the ready an action to throw a pole forward, place pole at one end, and pole moves 25000 ft/6seconds and can break down walls. Though I believe 5e can also have this happen. There's a lot of rules in 3.5 and many of them double up and overlap, 5 cut a lot of that out but 3.5 is just as fun and if you have the means to have more fun due to content access then 3.5 will suit your gaming just fine.
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Post by joatmoniac on Apr 16, 2015 7:22:30 GMT
I was thinking about it, and I feel like 2nd + 3rd = 5th in a lot of ways. I agree that 3/3.5 feels fairly complicated in a lot of aspects because it had roughly 8 years of being the main version, coupled with how easy it was to make 3rd party material with the open gaming license. The basic rules pdf for Dungeon Masters is basically just the Monster Manual at this point. I'm sure that they will be putting more info in it as time goes on, but haven't the slightest how quickly that would happen. If it were me I would tell you to keep the 5th PHB and get all of the free pdf materials you can and work with them in the interim. The other thing would be to buy a prewritten module and add in your own flavor to make it yours, but the module would be fairly helpful in terms of DM knowledge.
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Post by friartook on Apr 16, 2015 14:04:44 GMT
Here's what the 5e DMG has in it:
Lots of advice on how to run a game and optional rules that may be implemented.
Many random charts for treasure, encounter creation, town/world creation.
A list of magic items that may be used.
Instructions on how to custom create according to the RAW game design; encounter creation, monster creation, magic item creation, NPC creation, etc.
The DMG is a good resource for all these things. But it is NOT necessary to run a game. I ran my game without even the basic DMG, just with the Monster Manual and the PHB, until I got the DMG for X-Mas last year. Its a good resource, and I encourage especially new DMs to pick it up and peruse it. But it not essential to run a game, create a world, or custom create any content you like.
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