"The DM controls what you get", while 100% true, is an awful excuse for bad design. Are we going back to the 3.5e days when the DM had to research all the game's exploits to know which prestige classes to ban?
Its not an excuse for bad design, Nalehw, the whole point is that different groups react differently, and different scenarios need different things. That is the point of having a DM. You give the DM all the tools he needs, and he decides what tools to use. That is "GOOD" design. Most players and DMs want to emulate the fantasy tropes out there in books and movies, and to do that, they need items that grant ungodly power sometimes, that are only there, then gone, once their done with their...
View full commentIts not an excuse for bad design, Nalehw, the whole point is that different groups react differently, and different scenarios need different things. That is the point of having a DM. You give the DM all the tools he needs, and he decides what tools to use. That is "GOOD" design.
Most players and DMs want to emulate the fantasy tropes out there in books and movies, and to do that, they need items that grant ungodly power sometimes, that are only there, then gone, once their done with their purpose. To do that, either the DM needs to build these items (always a possibility) or they need to be provided in the game.
To answer Klaus's concerns, it is expected that items given in a published adventure are in fact already balanced to the plot and intention of that published adventure, at that level, however, most publihed adventures tell the DM to read through the entire adventure before running it, and to make any necessary changes to adjust to their players and their campaign. The Adventure Designer doesn't know your table, your players, or your world, and just because you choose to use a pre-published adventure doesn't mean you don't have to do some prep work.
All kinds of magic items should be available to choose from, but ultimately, the DM does the choosing. They regulate the availability of items, they outlaw anything that flatly doesn't work in their game. They get rid of overpowered items when either they miscalculated their affect on the party's balance and fun, or as a planned thing, likve I've said before. The Staff that gives the Wizard the ability to fight like a 20th level fighter that was put there for the sole purpose of defeating the Demon Lord as he comes through the gate, is shattered in the final strike
I hope that the core of DnD Next will not have a default setting. That means no gods for clerics by default. What I especially like about it is the mudular aspect that gives players and DM more control. I hope Wizards will embrace the concept and make it also setting free. After, the gaming group can choose the setting they prefer. Or build one from scratch. I know I can already be done, but I prefer not having to read setting specfic things in the core books. Because I might be one of the only...
View full commentI hope that the core of DnD Next will not have a default setting. That means no gods for clerics by default. What I especially like about it is the mudular aspect that gives players and DM more control. I hope Wizards will embrace the concept and make it also setting free. After, the gaming group can choose the setting they prefer. Or build one from scratch. I know I can already be done, but I prefer not having to read setting specfic things in the core books. Because I might be one of the only players to read the full book when I buy it...
I think it would be interesting to see some of the board members interviewed. We who post quite a bit on the forums, but asking us specific questions in light of what WotC wants to know about how the playtest is going, and our backgrounds...someone like mbeacom, who's posted on just about every 5e thread, or holymauler, who I may not agree with all the time, but is prolific, crimson_concerto, also very prolific, your getting tons of feedback from these posters, how about doing an interview with...
View full commentI think it would be interesting to see some of the board members interviewed. We who post quite a bit on the forums, but asking us specific questions in light of what WotC wants to know about how the playtest is going, and our backgrounds...someone like mbeacom, who's posted on just about every 5e thread, or holymauler, who I may not agree with all the time, but is prolific, crimson_concerto, also very prolific, your getting tons of feedback from these posters, how about doing an interview with one of them, and get the specific feedback you want...not the pat answers, but answers to the specific questions you have about the game so far. These are very opinionated posters, with strong personalities, and I think they represent a good cross-section of the fan base overall.
Really don't know what to say.... It looks like advertising plus saying to a part of the fan-base: "You don't know what you want, but you're lucky as we do!". Anyway I may be biased....
View full commentReally don't know what to say....
It looks like advertising plus saying to a part of the fan-base: "You don't know what you want, but you're lucky as we do!".
Anyway I may be biased....
Spells need to be vast and fun. So do magic items. Spell Books should vary. Save or dies. Having combat take long or short, who cares. I sometimes want a whole session to be about combat and others not. Why the focus? The over complicated side of things often make it more fun so long as the players and the DM know what they are doing. 3.5 was a great system. Fine tuning it and adapting some of 4 e, is the call. Variety, imagination, freedom, and give the human some love. The nerf...
View full commentSpells need to be vast and fun. So do magic items. Spell Books should vary. Save or dies. Having combat take long or short, who cares. I sometimes want a whole session to be about combat and others not. Why the focus? The over complicated side of things often make it more fun so long as the players and the DM know what they are doing. 3.5 was a great system. Fine tuning it and adapting some of 4 e, is the call. Variety, imagination, freedom, and give the human some love. The nerf they made to him, makes him unplayable. +2 should be back in the cards. More feats for everyone. More skills. There just isn't enough variety... How about a point buy for skills and feats? That can also work. More on character building, to allow for uniqueness. And another thing, PCs and monsters should be balanced in terms of damage out put and hit points. As a DM I want to through NPCs at the PCs... That should always be allowed... Late night rant, so my apologies if on several tangents. But 3.5 had a lot of great things. They need to model this system primarily on it over all other systems. This is from a gamer who played every edition. Not that should matter but it was the most advanced and challenging in that regard. You could really get into character building and getting a unique and fun character was half the game... The rest is up to role-playing, dice and having fun... No more dumbing it up...
Roleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring. Easiest irl examples for 5min workday are: You are doing a project... You are working... You are playing a team based sport... ...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then...
View full commentRoleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring.
Easiest irl examples for 5min workday are:
You are doing a project...
You are working...
You are playing a team based sport...
...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then goes home.
Personally I would't want to continue playing sports/working/do projects/roleplay with that kind of person and would think that she's a jerk ^^'
I'm sure that my PCs would fire that kind of PCs from the party and offgame suggest that maybe the player souldn't play caster. Our long time wizard responded to me, when I told that other groups are having problems with 5min workdays, that this is a roleplaying not a computer game.
I'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on...
View full commentI'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on playability.
I like your suggestion about diminishing returns upon recharging, although it might be hard to keep track of that stuff. However, "hit points used to power dailies" doesn't work well with their current system where HP are basically used to fight monsters. Using surges to power either HP or spells sounds more like it, though. I also wish WotC would do more to fix vancian casting (the actual problem) rather than pile more and more bandaids on top.
View full commentI like your suggestion about diminishing returns upon recharging, although it might be hard to keep track of that stuff. However, "hit points used to power dailies" doesn't work well with their current system where HP are basically used to fight monsters. Using surges to power either HP or spells sounds more like it, though.
I also wish WotC would do more to fix vancian casting (the actual problem) rather than pile more and more bandaids on top.
Also a player since 2nd ed, and 4e is my favorite for many reasons. But as it relates to monsters, the 4e stat block is by far the best, and there is really no reason we can't have that style stat block along with a few good paragraphs of fluff. As many other posters have said, the monster vault and threats to nentir vale books nailed this concept perfectly, just copy this format for Next and it's a done deal.
View full commentAlso a player since 2nd ed, and 4e is my favorite for many reasons.
But as it relates to monsters, the 4e stat block is by far the best, and there is really no reason we can't have that style stat block along with a few good paragraphs of fluff.
As many other posters have said, the monster vault and threats to nentir vale books nailed this concept perfectly, just copy this format for Next and it's a done deal.
On board here! The monsters were the thing in 4th ed. that I liked most! But yeah, some monster ecology like in 2nd ed would bring the epic fantasy flavor back.
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.
I know this is a long shot, since your comment is 5 months old at the time of my reply, but bounded accuracy essentially describes a paradigm shift in the "mathematical engine" that runs behind the scenes. In earlier editions there was this ever-escalating quasi-arms race between the PCs and the DM, with the PCs gaining ability bonuses and attack bonuses every level making it increasingly difficult for the DM to construct challenging encounters. The bounded accuracy system spaces out these...
View full commentI know this is a long shot, since your comment is 5 months old at the time of my reply, but bounded accuracy essentially describes a paradigm shift in the "mathematical engine" that runs behind the scenes. In earlier editions there was this ever-escalating quasi-arms race between the PCs and the DM, with the PCs gaining ability bonuses and attack bonuses every level making it increasingly difficult for the DM to construct challenging encounters. The bounded accuracy system spaces out these bonuses better making them feel special to your character, like they have crossed some important milestone in their adventuring career. Taking the place of the attack bonus bumps is damage. Now your damage goes up with level, representing a higher competence in regards to the placement of your sword in the troll's back, or the dragon's exposed underbelly. A orc raiding party facing a first level party would be an almost insurmountable task at 1st level in past editions. Whereas at 20th level, that raiding party is a cake walk. Bounded accuracy now says that that at 20th level, these orcs should still be a tangible threat without having to artificially inflate their statistics. Instead, just throw more of them at the party.
Thanks for the input on this, PrestonSnow. Now it makes sense. And you nailed something I do to this day in 4E - "level-up" creatures so they are a challenge to the party.
Most players and DMs want to emulate the fantasy tropes out there in books and movies, and to do that, they need items that grant ungodly power sometimes, that are only there, then gone, once their done with their...
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