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What's The Best 5e Stuff so Far?

Started by RPGPundit, June 28, 2017, 07:50:41 PM

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RPGPundit

I ask this periodically, because I have to admit I haven't really been following it much. I haven't had a good look at anything other than the main books.

So, of all the stuff that's come out for 5e so far, what do you think is the best, and why?
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fearsomepirate

Tome of Beasts by Kobold Press is pretty cool. Not official, of course, but several of the artists who worked on the official stuff illustrated it, and KP worked with WotC pretty heavily when 5e was in production.

I like Goodman Games' modules. They just have a cool attitude, like, "Fuck you, players! Surviving is for babies!"
Every time I think the Forgotten Realms can\'t be a dumber setting, I get proven to be an unimaginative idiot.

Voros

WoTC or third party?

Curse of Strahd is great I think: a sandboxy expansion of the original Ravenloft.

Omega

Volo's Guide. New PC races and new monsters (Well old Fiend Folio, MM2 and even Spelljammer redone for 5e.)

S'mon

#4
I like Tome of Beasts, but using ToB monsters last night (ash ghouls, CR 12) I was struck by how they seemed very 3e in feel, with long spell lists, a massive area damage recharge attack - 66 dmg, save for half, and STR ability drain (and no recovery mechanic for the ability drain! They seemed most like Shadows so I went with recovery on Short Rest). Not necessarily a bad thing, WoTC 5e monsters tend to be a bit feeble, but using two CR 12 critters vs a 15th & 18th level PC nearly wiped them out, which would be very unlikely with MM monsters.

Apart from the 5e PHB/MM/DMG (whose only big downside is the crappy glue on my printings, pretty outrageous at $50 a book) the 5e book I have with the biggest coolness factor would actually be the 5e Primeval Thule campaign setting. As an alternative to Forgotten Realms it's great. I haven't GM'd Thule yet only because I'm already using Wilderlands & Golarion.

Willie the Duck

Out of the Abyss is good for a modern module. If not sandbox-y, is at least sandbox-y-y. It shows a clear preference for player/PC agency.

Gorilla_Zod

#6
Quote from: Willie the Duck;972122Out of the Abyss is good for a modern module. If not sandbox-y, is at least sandbox-y-y. It shows a clear preference for player/PC agency.

I like Out of the Abyss and having read them all, think it looks the easiest to run. CoS looks good, but I've heard bad things about running it.

Edit: We just finished Storm King's Thunder and had a lot of fun, but the DM was mixing a lot of his own stuff in there so no idea how the core module/campaign plays 'vanilla'.
Running: RC D&D, 5e D&D, Delta Green

Shawn Driscoll

Quote from: RPGPundit;972049I ask this periodically, because I have to admit I haven't really been following it much. I haven't had a good look at anything other than the main books.

So, of all the stuff that's come out for 5e so far, what do you think is the best, and why?
I'm guessing players will flock to any re-booted books for 5e that they have nostalgia for from previous editions. That's how it works with other RPGs.

Ulairi

I'm a big fan of the Adventures in Middle-earth products from Cubicle 7. It's my favorite way to play 5E.

tenbones

Quote from: Ulairi;972157I'm a big fan of the Adventures in Middle-earth products from Cubicle 7. It's my favorite way to play 5E.

I was wondering how long before someone would bring this up, given that this particular version of 5e is the most *un-5e* game. Interesting.

estar

Quote from: tenbones;972158I was wondering how long before someone would bring this up, given that this particular version of 5e is the most *un-5e* game. Interesting.

It is however the best 5e supplement. And as for being un-5e that true only you feel that the bag of class powers, items, monsters, and spells are rules of the game as opposed to being details of a sub-genre or setting.  What makes Adventures in Middle Earth brilliant is that combat, leveling, proficiency, skills, and the mechanics behind abilities work just like in the core rules. But by re-arranging the table on classes, spells, monsters, etc, it results in something that make you go, "Yeah that is Middle Earth".

Opposed to the MERP adaptation which was Rolemaster lite shoehorned into Middle Earth.

And because Cubicle didn't tamper with the core mechanics you can use any of the core 5e stuff you want to use.

tenbones

Quote from: estar;972165It is however the best 5e supplement. And as for being un-5e that true only you feel that the bag of class powers, items, monsters, and spells are rules of the game as opposed to being details of a sub-genre or setting.  What makes Adventures in Middle Earth brilliant is that combat, leveling, proficiency, skills, and the mechanics behind abilities work just like in the core rules. But by re-arranging the table on classes, spells, monsters, etc, it results in something that make you go, "Yeah that is Middle Earth".

Opposed to the MERP adaptation which was Rolemaster lite shoehorned into Middle Earth.

And because Cubicle didn't tamper with the core mechanics you can use any of the core 5e stuff you want to use.

Oh you don't have to sell me on it. As soon as I heard they removed all that stuff I KNEW it would be better than the core rules. heh

Edit: or at the very least, I knew it would be pretty popular with a certain stripe of player/GM.

Steven Mitchell

Ugh, these answers are discouraging.  The best stuff are things that don't appeal for various reasons.  Adventures in Middle Earth is put together well, but it's a little light on content, and I have no intention of running a game that uses it, as the last thing I want to do is take the magic out.   Plus the journey rules left me completely cold.  I'm not buying hardback adventures packaged as campaigns, because by the time I get done adapting it, it would be easier to write my own material.  I guess that's what I'll continue to do.  

A survey of compatible scenarios that people found good hasn't changed my answer, either.  I've got two of the highly rated ones from Goodman Games, and was distinctly underwhelmed.  Maybe my tastes are now simply too narrow to expect much in the way of products.

Willie the Duck

Quote from: Steven Mitchell;972173A survey of compatible scenarios that people found good hasn't changed my answer, either.  I've got two of the highly rated ones from Goodman Games, and was distinctly underwhelmed.  Maybe my tastes are now simply too narrow to expect much in the way of products.

What are these tastes? So far, we know you aren't looking for settings (or at least LotR), and aren't looking for hardback adventures. What are you looking for? Individual dungeon modules? New races or classes to play? campaign builders?

On most of the boards, people seem to bemoan the lack of 1) a specific campaign setting, 2) more 'player's options' style crunch, or 3) just the total output.

TrippyHippy

Adventures in Middle Earth. Hands down.
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