This is... very awesome. I like the idea of moves you activate when needed. You don't necessarily have to risk wasting a daily power when you might miss, you can just follow up a successful strike with an opportunistic combo. It also clearly separates the fighter's fighting mechanic from the wizard's casting mechanic, which is always activated daily-power style (with a few exceptions, like Feather Fall).
"We thought about casting minor spells as the kind of thing a wizard might use around a laboratory that also happened to be useful in a fight. For example, a cantrip used to ignite a torch could also burn a goblin. At the last minute, however, we decided that trying to make that design work would take too long to hit this playtest." - M.Mearls This is what I expect from DnDNext. Original ideas that may or may not work, but sound awesome. Give us the chance to playtest it and find out if...
View full comment"We thought about casting minor spells as the kind of thing a wizard might use around a laboratory that also happened to be useful in a fight. For example, a cantrip used to ignite a torch could also burn a goblin. At the last minute, however, we decided that trying to make that design work would take too long to hit this playtest." - M.Mearls
This is what I expect from DnDNext. Original ideas that may or may not work, but sound awesome. Give us the chance to playtest it and find out if it does or not. The rest of the article I have likes and dislikes about.
One thing about #6 that I find strange is the notion of "If the fighter can get close, the wizard's dead." That seems to be the angry old-school consensus, along with the related "If the wizard can keep the fighter at a distance, the fighter is dead." Whatever happened to "I ready my bow and shoot him in his eye"? Why should a fighter's ranged attacks be less deadly than his up close ones, if he is truly versatile (#4 above). I admit, I do love the idea of balance across classes so I never...
View full commentOne thing about #6 that I find strange is the notion of "If the fighter can get close, the wizard's dead." That seems to be the angry old-school consensus, along with the related "If the wizard can keep the fighter at a distance, the fighter is dead." Whatever happened to "I ready my bow and shoot him in his eye"? Why should a fighter's ranged attacks be less deadly than his up close ones, if he is truly versatile (#4 above). I admit, I do love the idea of balance across classes so I never feel like my class was a bad choice unless I'm the one playing it badly. I don't want to be the wizard's caddie at high level anymore than I want to be his mommy at low level. I want him by my side, being awesome while I do the same. Our jobs aren't exactly the same, but I want to feel cool while I do mine and clap and yell encouragement as he does his. I very much loved the roles of different classes, and hoped that they would expand on that idea across classes. I wanted a wizard defender who wasn't a swordmage but instead used magic to up his defenses, who tanked the demon prince while wearing a dress and flip-flops, armed with a stick and a headful of hoodoo. One of the failings of 4th ed is they have never hammered out the martial idea enough to come up with a really good, solid martial controller. They took the idea of martial meaning "no magic at all" too far and painted themselves into a corner.
I actually totally agree a high level fighter should be able to hit a wizard with a bow attack, its just that on average arrows do less damage than heavy weapons since you don't get your str bonus unless you have a special bow, and this would mean it takes 3 or 4 rounds of arrows (whatever) to take down the wizard outright, giving the wizard hope of escape (teleport). I posted the earlier comment purely in response to #6 above suggesting that a high level fighter should be close to immune to a...
View full commentI actually totally agree a high level fighter should be able to hit a wizard with a bow attack, its just that on average arrows do less damage than heavy weapons since you don't get your str bonus unless you have a special bow, and this would mean it takes 3 or 4 rounds of arrows (whatever) to take down the wizard outright, giving the wizard hope of escape (teleport). I posted the earlier comment purely in response to #6 above suggesting that a high level fighter should be close to immune to a full assault of a high level wizard. I actually don't think of PC vs PC contests much when I play. I love playing wizards and I love playing barbarians, pretty much the two extremes role wise. I worry less about balance and more about fun.
It would be a mistake to bind yourself too tightly to the past and limit your options. Surely, creating a fantasy roleplaying game that is as much fun as possible is more important than maintaining the "feel" of D&D. Moreover, the new version will have to offer some compelling improvements if people are to be convinced to give up their favorite existing editions and spend the money to buy the new books. From the player's standpoint, it's not clear that fragmentation is bad. As long...
View full commentIt would be a mistake to bind yourself too tightly to the past and limit your options. Surely, creating a fantasy roleplaying game that is as much fun as possible is more important than maintaining the "feel" of D&D. Moreover, the new version will have to offer some compelling improvements if people are to be convinced to give up their favorite existing editions and spend the money to buy the new books.
From the player's standpoint, it's not clear that fragmentation is bad. As long as it doesn't lead to flame wars or other hostility, why shouldn't people play whatever versions they like?
I now am familiar with how the modules work, will it actually work for each individual character can be run with different modules or does it just mean different DMs in Next will be able to run the game with different modules. Different means to the same end. I read a post lately where one person stated that a player with a first edition character wouldnt have the patience for a 4th edition character to make all their rolls. I dont know. I checked out Paizo's advanced rules on their OGC site....
View full commentI now am familiar with how the modules work, will it actually work for each individual character can be run with different modules or does it just mean different DMs in Next will be able to run the game with different modules. Different means to the same end. I read a post lately where one person stated that a player with a first edition character wouldnt have the patience for a 4th edition character to make all their rolls. I dont know. I checked out Paizo's advanced rules on their OGC site. Holy crap its awesome. I guess modules may work after all.
This approach is the core of a good RPG, guidelines and QuickStart rules but a solid framework for customisation. It is what I have almost always done to every RPG that tried to be too prescriptive.
Couple more ideas for you–Barrister, Demagogue, Magical Duelist (please make counterspell work), Mighty Caster, Persistent Caster (saves, eschew components, spell resistance), Versatile Caster (and this is the one who messes with distance, area and duration).
Ok, I have a few problems with this. I agree that if it doesn't feel like D&D then it is a failure, as let's face it D&D is a big enough phenomenon in the gaming world that it can't really be changed (kind of like Star Wars). My problems are that if the mechanics of the past are what worked, then why not used them? To me, fighters were much more creative and fun in 1e/2e than either 3e or 4e, though 4e wasn't too bad, they just felt like any other class with different trappings. My other issue...
View full commentOk, I have a few problems with this. I agree that if it doesn't feel like D&D then it is a failure, as let's face it D&D is a big enough phenomenon in the gaming world that it can't really be changed (kind of like Star Wars). My problems are that if the mechanics of the past are what worked, then why not used them? To me, fighters were much more creative and fun in 1e/2e than either 3e or 4e, though 4e wasn't too bad, they just felt like any other class with different trappings. My other issue is the experience at the table. Reading various fora there are more and more pbp, pbem, and other online connections being used to play. What I think they really mean is the experience at THEIR table, i.e. the Encounters/Lairs/tournament play style.
OK, now that I have read the article, I am even more convinced this new game is being even more marketing driven then 4e. They are looking for absolute answers to questions that are based upon peronal choices and openions. There is no set level were a campaign ends, that will far from group to group or camapign to campaign. I am currently starting a new camapign (in a Pathfinder/3.5 hybrid system) at 8th to 9th level, becase it fits the design for the campaign. When will it end, when the players...
View full commentOK, now that I have read the article, I am even more convinced this new game is being even more marketing driven then 4e. They are looking for absolute answers to questions that are based upon peronal choices and openions. There is no set level were a campaign ends, that will far from group to group or camapign to campaign. I am currently starting a new camapign (in a Pathfinder/3.5 hybrid system) at 8th to 9th level, becase it fits the design for the campaign. When will it end, when the players and myself decided it will.
This is what I expect from DnDNext. Original ideas that may or may not work, but sound awesome. Give us the chance to playtest it and find out if...
View full comment