Having been a player and GM of role playing games for over 35 years, I have played every edition of D&D and a lot of editions of other systems and games. D&D 5th Edition is something different, and it breaks a lot of the expectations that were established in other editions. It also continues the history of many of the core concepts. I have gathered together here 10 tips for experience DMs from older editions that are approaching this new system.
1. Play it by the rules as written first. This is probably the most important advice I can give to a new-to-5E DM. Play the system without any optional rules per the rules as written before adding in optional rules and before making changes. This is how it was designed to be played. Understanding this RAW perspective will ensure that you understand changes and options before you add them in. If you modifiy the system without first understanding it, you will likely break it.
2. Embrace the streamlined nature and reduced detail. 5th Edition does not include all of the details from 3.5 / Pathfinder and other previous editions. This is done purposefully to make the game streamlined, easier to play, more accessible, and quicker at the table. You can drastically reduce the amount of time spent at the table on boring stuff (like math) and increase the fun. That is the design. If you are playing 5th edition, remember that this is in many ways the core goal. Use advantage and disadvantage instead of modifiers. Ignore facing. Use the simple actions and rules. Use ability checks and skill checks. Breaking away from that goal too much, may mean you should consider a different system. Instead, embrace this idea and start to think in this new way.
3. Remember the playtesting. Over 100,000 playtesters put fifth edition through it's paces. This is not the bloat that 3.5/d20 was. The core is a tested system. If something seems unbalanced, the most likely cause is misinterpretation of the rules. If you see an issue, hit the forms to discuss, and you'll quickly find out the issue. 100,000 playtesters were rarely wrong. 5E core (PHB) is well balanced. Don't let your intuition from previous editions get in your way. A lot of DMs have tried calling out core mechanics of classes as overpowered. They aren't; ignore that little voice until you see it in play.
4. Wording matters. 5th edition relies on exact wording and definitions. A round and a turn are different. Rolls, saves, and throws are different things. Learn the lingo. When you are at the table, make sure the exact wording of features, spells, and abilities are available. It makes rulings far easier.
5. Understand and use bounded accuracy. 5th edition uses a concept of bounded accuracy. Instead of modifier numbers and HP and AC increasing so drastically from level 1 to level 20 as in previous editions, there is only a small increase. This means that +1 and +2 modifiers are just as important at level 20 as they are at level 1. This means also that monsters and foes can be used over a much broader set of levels. Those goblins from level 1 can be used in a group as a challenge at level 5 or 10. This design principle makes smaller gains useful and important. It also makes encounter design much easier for the DM. The transition from an easy fight to a deadly fight is a large range. You don't have to tune things so perfectly to get it right. You can also draw from a much broader set of CRs when building encounters.
6. Magic items are not required. There is no assumption of magic items in 5th edition. In fact, in the RAW, there are only modest magic items giving as starting equipment at higher tiers. (I have translated this to levels here.) Having magic items is a big boost. This means that magic items are rarely bought or sold, often have a huge impact on balance, and should be considered a big deal. Don't hand them out like in previous editions, or you will run into major balance problems. I have DMed a couple hundred sessions and have never had a magic weapon over +2 in play.
7. A healer is not required. There is no need for a dedicated party healbot in 5e. Throw out some minor healing potions and healing potions, and you are good to go. Roles are very fluid in 5th edition, so let the players play what they want. There is no need to prod the players towards a specific party composition.
8. The official books and adventures are really good. I have not regretted a single book purchase I have made of 5th edition books. The adventures are solid and the non-adventure books are good. The artwork has been very good overall, with few exceptions. Unlike previous editions where they were more hit and miss, you can be sure that the 5th edition books from WotC are solid. Wizards has had some problems with misprints and book bindings. If you contact their customer service, they will take care of it.
9. Everything old is new again. 5th edition has been excitingfor this old DM from previous editions because they are bringing back all of the great stuff from previous editions. Eberron is back. Ravenloft is back. The Realms are back to normal. Spelljammer has been hinted at. 5th Edition is grabbing all of the best things from all editions and bringing it in. I am so excited for everything that has been released and everything that is coming. Because of the high quality of books being released, there are only a few every year, but they are great, and a lot of your old favorites are coming back. This is true for classes, races, and even magic items. As a DM, there is a massive homebrew community out there. You can find almost anything converted for 5th edition. Balance may be an issue, but if you learn the system, you can tune it to your liking.
10. Customize it. Once you get the system down, there are lots of optional rules and house rules around to make it what you want. Have fun and make it your own. I have run a lot of different kinds of campaign in 5th edition, and I customized the rules for almost all of them. Keep in mind that feats and multiclassing will make the PCs substantially more powerful and that breaks the CR system. Making and scaling monsters is easy. Check out Mike Mearles over on YouTube for some great tips during his Happy Hours.
Another great tool for customization is DnDBeyond. These digital online tools are solid and always improving. They have a nice system for sharing and finding homebrew. It is a great systems for generating some NPCs in a hurry too. The tools work well for both planning and in game.
Also keep in mind, that though 5th edition works great for OSR-style games, it is very hard to find 5th edition players that can understand and enjoy 5th edition OSR style games. If you advertise an OSR game and use 5th edition rules, don't mention 5th edition. Players are desperate to join games, and will join an OSR-stye 5th edition game, even though it isn't what they are looking for.
1. Play it by the rules as written first. This is probably the most important advice I can give to a new-to-5E DM. Play the system without any optional rules per the rules as written before adding in optional rules and before making changes. This is how it was designed to be played. Understanding this RAW perspective will ensure that you understand changes and options before you add them in. If you modifiy the system without first understanding it, you will likely break it.
2. Embrace the streamlined nature and reduced detail. 5th Edition does not include all of the details from 3.5 / Pathfinder and other previous editions. This is done purposefully to make the game streamlined, easier to play, more accessible, and quicker at the table. You can drastically reduce the amount of time spent at the table on boring stuff (like math) and increase the fun. That is the design. If you are playing 5th edition, remember that this is in many ways the core goal. Use advantage and disadvantage instead of modifiers. Ignore facing. Use the simple actions and rules. Use ability checks and skill checks. Breaking away from that goal too much, may mean you should consider a different system. Instead, embrace this idea and start to think in this new way.
3. Remember the playtesting. Over 100,000 playtesters put fifth edition through it's paces. This is not the bloat that 3.5/d20 was. The core is a tested system. If something seems unbalanced, the most likely cause is misinterpretation of the rules. If you see an issue, hit the forms to discuss, and you'll quickly find out the issue. 100,000 playtesters were rarely wrong. 5E core (PHB) is well balanced. Don't let your intuition from previous editions get in your way. A lot of DMs have tried calling out core mechanics of classes as overpowered. They aren't; ignore that little voice until you see it in play.
4. Wording matters. 5th edition relies on exact wording and definitions. A round and a turn are different. Rolls, saves, and throws are different things. Learn the lingo. When you are at the table, make sure the exact wording of features, spells, and abilities are available. It makes rulings far easier.
5. Understand and use bounded accuracy. 5th edition uses a concept of bounded accuracy. Instead of modifier numbers and HP and AC increasing so drastically from level 1 to level 20 as in previous editions, there is only a small increase. This means that +1 and +2 modifiers are just as important at level 20 as they are at level 1. This means also that monsters and foes can be used over a much broader set of levels. Those goblins from level 1 can be used in a group as a challenge at level 5 or 10. This design principle makes smaller gains useful and important. It also makes encounter design much easier for the DM. The transition from an easy fight to a deadly fight is a large range. You don't have to tune things so perfectly to get it right. You can also draw from a much broader set of CRs when building encounters.
6. Magic items are not required. There is no assumption of magic items in 5th edition. In fact, in the RAW, there are only modest magic items giving as starting equipment at higher tiers. (I have translated this to levels here.) Having magic items is a big boost. This means that magic items are rarely bought or sold, often have a huge impact on balance, and should be considered a big deal. Don't hand them out like in previous editions, or you will run into major balance problems. I have DMed a couple hundred sessions and have never had a magic weapon over +2 in play.
7. A healer is not required. There is no need for a dedicated party healbot in 5e. Throw out some minor healing potions and healing potions, and you are good to go. Roles are very fluid in 5th edition, so let the players play what they want. There is no need to prod the players towards a specific party composition.
8. The official books and adventures are really good. I have not regretted a single book purchase I have made of 5th edition books. The adventures are solid and the non-adventure books are good. The artwork has been very good overall, with few exceptions. Unlike previous editions where they were more hit and miss, you can be sure that the 5th edition books from WotC are solid. Wizards has had some problems with misprints and book bindings. If you contact their customer service, they will take care of it.
9. Everything old is new again. 5th edition has been excitingfor this old DM from previous editions because they are bringing back all of the great stuff from previous editions. Eberron is back. Ravenloft is back. The Realms are back to normal. Spelljammer has been hinted at. 5th Edition is grabbing all of the best things from all editions and bringing it in. I am so excited for everything that has been released and everything that is coming. Because of the high quality of books being released, there are only a few every year, but they are great, and a lot of your old favorites are coming back. This is true for classes, races, and even magic items. As a DM, there is a massive homebrew community out there. You can find almost anything converted for 5th edition. Balance may be an issue, but if you learn the system, you can tune it to your liking.
10. Customize it. Once you get the system down, there are lots of optional rules and house rules around to make it what you want. Have fun and make it your own. I have run a lot of different kinds of campaign in 5th edition, and I customized the rules for almost all of them. Keep in mind that feats and multiclassing will make the PCs substantially more powerful and that breaks the CR system. Making and scaling monsters is easy. Check out Mike Mearles over on YouTube for some great tips during his Happy Hours.
Another great tool for customization is DnDBeyond. These digital online tools are solid and always improving. They have a nice system for sharing and finding homebrew. It is a great systems for generating some NPCs in a hurry too. The tools work well for both planning and in game.
Also keep in mind, that though 5th edition works great for OSR-style games, it is very hard to find 5th edition players that can understand and enjoy 5th edition OSR style games. If you advertise an OSR game and use 5th edition rules, don't mention 5th edition. Players are desperate to join games, and will join an OSR-stye 5th edition game, even though it isn't what they are looking for.
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