Wow, I really like the part about DMs working with players to create their own subclasses that fit for their campaign and story. I also like the part about subclasses focusing on fluff and background, thus, the are things like Knight and not Defender (defender/slayer can be dealt with through feat and expertise dice maneuver selections). I like where subclasses are going!
4E edition was very Controller based, like confusing, slowing, stunning, dominating enemies and even going as far as scrambling their positions on the battlefield. The 4E Psion is a perfect example of how they are not the Wizard, even though they are both Controllers, and with augments (similar things already in the packet) I think they could easily stand on their own. Subroles could be Telepath, Kenetic, Shaper and maybe even Psychic Warrior, to roll them into a single class.
BlakeRyan, I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell...
I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell where the devils have lost control of most of the real estate and the yugoloths have moved in, Carcini and Pandemonium are parts of their respective realms infected (but not yet absorbed) by the Abyss, Ysgard as a bulwark created by powers in Arborea to stop the expansion of Limbo that was created after some displaced (by 5e) 4e primal spirits occupied some unguarded border space between Arborea and Elysium (the Beast Lands) [the Arboreans didn't want to go through that again], Bytopia is a joint construction project between Mt. Celestia and Elysium, and Arcadia is where Mt. Celestia and Mechanus litigate over who has dominion over "justice."
I preferred the newer names of Yugoloths, Gehreleths etc. Otherwise, it Demon, Daemon, Demodand, basicly - Demon, Demon, Demon... Anthraxas is a good name, because it makes it sick just hearing it. You know is bad without any explanation. Phraxus could be anything - it could be a new model of car.
I don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant. But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from...
View full commentI don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant.
But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from narrative a bit too often, but I did very much appreciate that you could decide how challenging you want a monster to be, and then simply fiat the stats to be in the right place. Keep that ideology, albeit with a mild requirement of some justification for stats (sure, the monster is supposed to be a challenge for a 10th level party, but why is its AC 20? is it slow and armored, or fast but vulnerable to being grappled?). Then add monster types as keywords only.
Much preferred the Origin, Type (Subtype) system from 4E than this. I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right. Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
View full commentMuch preferred the Origin, Type (Subtype) system from 4E than this.
I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right.
Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
The generic environment rules are a neat point, actually. I'm always a fan of wider applicability. Maybe have some pre-composed weather, though (like heavy rain = wet + obscuring), as examples if nothing else.
For weather, I agree with you for the most part, but every once and again, throwing out a rainstorm and keeping the PCs from moving, or even making it affect the campaign in some way can be fun. There was a DM who used a hurricane to affect the game, wiped out a village and spawned strange ocean creatures in the local lake, kinda cool. The other point about the rules? I do like it, yet I think some players will think that EVERYTHING needs to be written down.
View full commentFor weather, I agree with you for the most part, but every once and again, throwing out a rainstorm and keeping the PCs from moving, or even making it affect the campaign in some way can be fun. There was a DM who used a hurricane to affect the game, wiped out a village and spawned strange ocean creatures in the local lake, kinda cool.
The other point about the rules? I do like it, yet I think some players will think that EVERYTHING needs to be written down.
This is exactly as I recall the 2E giants. That's neither inherently good nor bad. Also, my memory of 2E is as old as the edition, so there may be some false recall. I like this history/ecology for nostalgia reasons. On the other hand, I'm not sure we need all this hierarchy across the giant subraces. I think the older editions ensconced much of the fauna in needless structure. It's like designing an entire universe on the fundamental attribution error ...
View full commentThis is exactly as I recall the 2E giants. That's neither inherently good nor bad. Also, my memory of 2E is as old as the edition, so there may be some false recall. I like this history/ecology for nostalgia reasons. On the other hand, I'm not sure we need all this hierarchy across the giant subraces. I think the older editions ensconced much of the fauna in needless structure. It's like designing an entire universe on the fundamental attribution error en.wikipedia.org/wiki/Fundamental_attrib...
Here is some info toward a folklore accurate Goblin. Altho many nature spirits translate into English as “goblins”, most of the stories about the actual Goblin come from Britain during the Romantic Era, late 1800s. The D&D Goblin can match up well with the folklore, especially when a player race. • Typically: Very high Dexterity, high Intelligence, low Strength, low Charisma, very low Wisdom. Goblins are stealthy and surprisingly spry. They are knowledgeable and clever, but...
View full commentHere is some info toward a folklore accurate Goblin. Altho many nature spirits translate into English as “goblins”, most of the stories about the actual Goblin come from Britain during the Romantic Era, late 1800s.
The D&D Goblin can match up well with the folklore, especially when a player race.
• Typically: Very high Dexterity, high Intelligence, low Strength, low Charisma, very low Wisdom.
Goblins are stealthy and surprisingly spry. They are knowledgeable and clever, but tend to be oblivious to the obvious that is going on in front of them. They are capricious, cowardly, and difficult to take seriously. They are small, and their Strength suffers proportionally.
• The Goblins are fey, so a connection to magic is a given. They are knowledgeable about magic, and often use rituals.
• They have a vicious sense of humor, typically playing pranks that are mean, harmful, and fatal.
• They (most of them) hate Humans, and seek to destroy Humans in amusing ways.
• In physical appearance, they are small and grotesque. They lack toes, and find the sight of toes offensive and sickening.
• The Goblins see themselves as much more refined than Humans, which is humorous.
• Nocturnal with darkvision and sensitivity to sunlight.
• Goblins live in caves and mines, with a Goblin King, plus intrigues of the royal court.
• Goblins abduct children. This can be a good plot hook, especially for low-level adventures. The adventurers need to rescue the children before they suffer the ritual that traps them into goblinhood. This is how Goblins increase their numbers, especially as spouses, slaves, and armies.
• But the most interesting Goblin trait is ...
Singing and poetry (specifically rhymes?) repels Goblins, till out of earshot. This is a quirky and fun trait that can make encounters with Goblin vivid and memorable. A great way to lighten the mood while in the context of evil monsters. It is necessary to come up with a balanced mechanic to represent this, but an
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.
First off, I like the Hit Dice mechanics for healing, and don’t have a problem with how HP’s are gained each level. Those are fine, but I think some of the other posters are right, just call ‘Hit Dice’ used for natural healing something else (surges, first aid, recovery dice, etc). ‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but...
View full commentFirst off, I like the Hit Dice mechanics for healing, and don’t have a problem with how HP’s are gained each level. Those are fine, but I think some of the other posters are right, just call ‘Hit Dice’ used for natural healing something else (surges, first aid, recovery dice, etc).
‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but it’s not how I see ‘Hit Points’ in DnD. Maybe I could even get behind your definition if it works well, except for this:
By stating that this is how you view ‘Hit Points’, and making that part of the Core system, you are taking away how I see ‘Hit Points’ and replacing them with your version. I don’t want you telling me how to play a class, or what roles a class should fill. So don’t try and tell me how I should view ‘Hit Points’, either.
Also, it ties into another problem with DnDNext that, as I understand it, is still being worked on. That is the Armor situation. People take M.Mearls definition of ‘Hit Points’ and use it to rationalize why Armor makes PC’s harder to hit, rather than provides protection from damage. I don’t like that Armor works like that in DnD, and always house-rule it differently. So don’t force your definition of ‘Hit Points’ on me, because I have more than one reason to ignore it.
I like concept A the best. The other examples don't show enough 'bear'. See also Curse of the Asure bonds - my original introduction to owlbears. www.gamebanshee.com/curseoftheazurebonds...
I like the anatomy and the "mammal snout" of the second design but the exposed skull looks too wrock. While I always though of it as a creature of mystical (almost fey) origin it also was clear to me that it is "of the forest". I might be totally wrong. The skin on the legs and feathers on the body should feel to the touch like an owl but the feathers and pigmentation of the skin should look different in each forest depending on foliage and season. Thinking of this I wouldn't be...
View full commentI like the anatomy and the "mammal snout" of the second design but the exposed skull looks too wrock.
While I always though of it as a creature of mystical (almost fey) origin it also was clear to me that it is "of the forest". I might be totally wrong.
The skin on the legs and feathers on the body should feel to the touch like an owl but the feathers and pigmentation of the skin should look different in each forest depending on foliage and season. Thinking of this I wouldn't be surprised to know that they shed their feathers as the seasons change ("Winter-shade owlbear feather" sounds like a ritual-component), white/blackish/brown for winter, shiny-deep green/brown/gray in spring, deep bluish green most of the year (maybe the vivid color of a local flower at the "owl-ears" feathers).
The "wing" (or better the feather cape descending from the arms) gets longer with age and it gets somewhat longer for females tending the offspring (Imagine a mother owlbear covering 2-3 chick-pups with her blanket of feathers).
As for the color of the eyes gold-brown during the day and almost glowing silver with a faint bluish hue during the night.
See the claws on the front paws as very short mostly straight mining picks, ideal to dig frozen soil or to break armor plates. The hind claws I would describe as hooks (a bit thicker/sturdier than owl-claws) which help to climb trees... or just imagine a specimen leap-grabbing onto a poor soul and charging forward on his arms while pulling the victim over roots, branches & rocks.
But of course it is a omnivore (surely any forest would lose its fauna to a fit "predator" like this), and so I think that the pointy "snout" - with a line teeth that looks almost human ones sorted into a two triangles - serves to dig up fungi and insects /this also implies an acute sense of smell/.
The roots of a tree plagued by fungal-infection could serve as nest. The owlbear would get food and tree would get saved.
I'm a big believer in "Getting to Yes." Present the options, all the options, to the players, and see what they latch onto. Then build a game around what they are playing. If they want to play a Tiefling, don't screw them over for wanting to play the Tiefling. Build a story that will accommodate that choice. If the player WANTS to have risks involved with the racial choice (because those risks could be a roleplaying MINE, like having to wear robes to disguise a devilish appearance), that's...
View full commentI'm a big believer in "Getting to Yes." Present the options, all the options, to the players, and see what they latch onto. Then build a game around what they are playing. If they want to play a Tiefling, don't screw them over for wanting to play the Tiefling. Build a story that will accommodate that choice. If the player WANTS to have risks involved with the racial choice (because those risks could be a roleplaying MINE, like having to wear robes to disguise a devilish appearance), that's in the DM's power to grant, but the DM shouldn't screw someone over because their idea of fun is different than the DM's. Of course, if the player becomes a problem to the group, that's an issue, but the most important role of the DM is making sure everyone can have their fun. And part of that means providing all the racial choices, "ICONIC D&D" or not.
My campaign is quasi-historical, so I'm constantly saying no to races I haven't already distorted history to accommodate. I don't care one way or another about the frequency designations, because it should vary greatly from setting to setting.
Clerics were more fun in 2nd edition. They were still healers which is (to me) their main distinction, but they did not fall behind as fast on the "I can hit that" scale because feats did not exist. In trying to balance the cleric in 3rd ed. someone somwhere thought they needed to have the same amount spells per day and the same top spell level as wizards. sounds good...but that means they have to lose ground in combat. But the 1st and 2nd edition description of cleric call the class a holy...
View full commentClerics were more fun in 2nd edition. They were still healers which is (to me) their main distinction, but they did not fall behind as fast on the "I can hit that" scale because feats did not exist. In trying to balance the cleric in 3rd ed. someone somwhere thought they needed to have the same amount spells per day and the same top spell level as wizards. sounds good...but that means they have to lose ground in combat. But the 1st and 2nd edition description of cleric call the class a holy WARRIOR. Give clerics less magic at the top 7th level resurrection should be just about the most powerful healing in existence anyway. Then give them back some martial power, and make them really shine vs. undead.
OR take the route 2nd edition eluded to but never really fleshed out. Gods have priest, and clerics and Druids are just two kinds of priests. then the cleric I described above would be like a priest of Kord etc. and a spell throwing buff-giver type would be a priest of some other god.
1. The Cleric Is a Healer: “This one should seem obvious, but it's worth making it clear that we assume that clerics can heal and that their abilities should reflect that. A player new to D&D who creates a cleric could focus on keeping the rest of the characters on their feet, and the mechanics would make that easy to understand and do.” - M.Mearls No, absolutely not. Especially not at the top of the list. A Cleric has the ability to aid his allies, including the ability to Heal...
View full comment1. The Cleric Is a Healer:
“This one should seem obvious, but it's worth making it clear that we assume that clerics can heal and that their abilities should reflect that. A player new to D&D who creates a cleric could focus on keeping the rest of the characters on their feet, and the mechanics would make that easy to understand and do.” - M.Mearls
No, absolutely not. Especially not at the top of the list. A Cleric has the ability to aid his allies, including the ability to Heal them, but this is not his Role. That’s right, you’re trying to pigeon-hole the Cleric as a Heal-bot by giving them the Role of Healer (Remember how you said you weren’t going to force Role’s on Players?!). Put this at the bottom of the list, or take it out altogether since it’s part of #2. Stating this as a Goal for the class disgusts me, it takes the focus off Roleplaying a Divine Servant and shoves it squarely onto playing a heal-bot
2. The Cleric Is a Divine Spellcaster:
I can agree with this as M.Mearls writes it. It is important that the Cleric not outstrip the other core classes by being able to do what they do, only better (using the #4 and #5 points as examples).
3. Divine Magic Is Subtle and Indirect:
I have no problems with this as M.Mearls interprets it.
4. The Cleric Is an Armored Warrior:
I think this can be true and so should be an option for the Cleric, through backgrounds and themes. I think a Clerics choice of Divine should play a large part of what kind of Cleric is being played.
5. Clerics Reflect the Gods:
Yes, absolutely agree with M.Mearls here. I’d go further, and say that each Cleric’s individual abilities and skills are tied to their choice of Divine.
I feel that a character needs to have abilities that are consistent. Mounted combat won't be viable always - in fact, in my campaigns, characters have hardly bothered to explore it at all since you can't bring a horse 50% of the places you go. Also, by letting abilities depend on alignment, you make the game a whole lot less interesting when evil can be distinguished so easily from good as in previous editions. There should be no detect evil since such an ability means that I as a DM will...
View full commentI feel that a character needs to have abilities that are consistent. Mounted combat won't be viable always - in fact, in my campaigns, characters have hardly bothered to explore it at all since you can't bring a horse 50% of the places you go.
Also, by letting abilities depend on alignment, you make the game a whole lot less interesting when evil can be distinguished so easily from good as in previous editions. There should be no detect evil since such an ability means that I as a DM will always have to trick or fudge the rules when I want someone's alignment to be a surprise. With the traditional paladins, it never is, and it has always bothered me. Moreover, it cements alignments so much more firmly. I've rarely had a player paladin who has believed in turning evil instead of destroying it, yet of course this should be possible. It's just that when someone flares up as evil, they think they MUST kill him.
It would be awesome if a paladin had martial dice to use but instead of straight damage they could be used to provide effects based on deity choice. For example: I follow the edicts of a god of healing and as an option I can spend a martial die on a hit allowing the party member with the lowest HP to gain HP equal to a given modifier.