Looking back at D&D 2014 and the fifth edition so far: Nat20s and critical failures

Looking back at D&D 2014 and the fifth edition so far: Nat20s and critical failures

It’s easy to view the expiring version of D&D (which has been running since 2014 and whose core rulebooks are being replaced this year) as an attempt to reconcile with players new and old after the last set of rules drew mixed reactions. And yes, fifth edition is praised by those interested in the roleplaying hobby for its simpler mechanics, its use of iconic fantasy tropes, and its popularity. However, when you compare Dungeons & Dragons 5e to its previous namesakes, things start to go awry. With a fresh start for the game in sight, I wanted to look back at the rules we’ve played over the past 10 years—and by and large, what we’re left with is a mixed bag.

Those who have played more than just the current version of the game say that D&D 5e is everyone’s second favorite edition, and it’s hard to disagree. Fourth edition had its tactical approach, third offered a wealth of character options, Advanced D&D offered an expansion into much of the lore popular today, and those original little brown books contained a world of dark and dangerous dungeons that would prove to be the origin of the best tabletop RPGs and the industry as a whole. But even so, and even if it’s only a second favorite edition, fifth edition D&D has a lot to offer. The core system is simple and flexible, players and Dungeon Masters have plenty of options for their classes, monsters, and adventures, and, perhaps most importantly, 5e has a wealth of community-developed resources that endlessly expand the game.

Judgments, not rules

A player's handbook lying on the class side on a wooden table, with a monster manual and a dungeon master's guide on either side

(Photo credit: Benjamin Abbott)

At its core, D&D 2014 works the way the game has always worked. Before you embark on epic adventures from D&D books or your own imagination, one of you must take on the fabled role of “Dungeon Master.” He acts as the adventure’s narrator, the medium through which the player characters see and interact with the world around them. As players hone individual adventurers unique to them by describing their actions and recording their progress, the Dungeon Master challenges them with monsters and traps and rewards them with treasure.

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