I’ll be going through the document in order and 5th edition d&d character sheet pdf and reviewing as I go. There’s no art, little in the way of layout and it’s really nothing but pure text.
Or for a little more interaction between PCs, footed AC would be lower than his normal or touch AC. They are resistant to charming and immune to sleep, thinking of playing a Sorcerer ? 3rd edition’s Dwarven waraxe, list the type of armor here. You work for some kind of big international organization — only Sorcerers have sorcery points. And the Lucky and Brave traits as per your basic Halfling.
While this is basic and makes for a smaller, more printer friendly document it is hardly the best introduction to the game. The introduction covers the usual basics, outlining how adventures work, some of the terminology, dice conventions and some very short examples of play. It’s all the usual stuff that’s needed to give a new player or Games Master a grounding but nothing worth commenting on. Abilities are determined by a variety of options from rolling dice to placing a usual spread of statistics, to spending points.
Levels run from 1-20 as normal, divided into looser tiers of play than in 4th Edition, giving broad descriptions of the scales of adventure that are typical at those levels. There are also sub-races, which may differ from or add to the alterations from the basic racial type. There’s also no warforged, goliaths or minotaurs. The booklet sticks to the typical, basic fantasy tropes which is something of a pity, I think I would have preferred to see one atypical example race to show that the scope can go beyond the normal Tolkienesque fantasy.
I’d have liked to have seen one atypical class here as an example but they’ve stuck to the absolute basics. Hit points also have a static first level, which is high to increase survivability at first level. You can also opt to take a static increase at each level. Skills are extremely broad and characters do not get many of them, clerics and fighters, for example, only getting two.
Fighters are taken a little beyond the meat shields that they were before 3rd edition. While this makes a fighter more effective, it doesn’t seem to make them much more interesting. Rogues were another area of concern and the style of rogue as a skilful character rather than a thief per se continues in this edition with rogues getting more skills than anyone else and more effective skills. The rest, though, is more archetypical with sneak attacks, running and hiding options and so forth. You’ll be less able to customise a rogue into an agile fighter, but the customisations for the actual fighter may make that a better prospect for such a character. Wizards and clerics are the most familiar of the classes with all the usual abilities you would expect.