Because I don't want to see this column go, I'm going to be selfish and ask you to write another couple entries. We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around. I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics...
View full commentBecause I don't want to see this column go, I'm going to be selfish and ask you to write another couple entries.
We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around.
I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics to talk about forever.
If you are truly finished, then I would suggest WotC begins a new column where each week you have a different employee talk about a memorable campaign, adventure, or encounter they have run or played in; it's these stories that help inspire us all.
I have few words that can do my thoughts justice, but I'd like to try. Very simply, Dungeon Mastering is the reason I can feel "okay" in this place, and your words are the reason I am a Dungeon Master. I don't think I can ever thank you enough for that. Appreciated. - Barker
View full commentI have few words that can do my thoughts justice, but I'd like to try. Very simply, Dungeon Mastering is the reason I can feel "okay" in this place, and your words are the reason I am a Dungeon Master. I don't think I can ever thank you enough for that.
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.
If we are headed down a thematic route for feats both the separate types and the one feat gives all benefits aproach could fit. Maybe as said below feats need to move away from single mechanic bonuses and encompass a broader effect with multiple bonuses to all aspects of the game. This may mean fewer feats but there could be variations on a feat to give slightly different bonuses and add more flavour to the characters.
I definately like separating the combat bonuses from the other types of bonuses. Having feats focus on combat, while things like backgrounds and "traits" can handle other types of benefits sounds like it will allow players the ability to choose things that they would like their character to have without worrying about lagging behind in combat.
I like the idea of limited self healing as it helps the flow of the game. If after every fight the party has to rest for 8 hrs nothing would ever get done or every subsequent fight gets more and more deadly, especially if the adventure has time constraints. It should not be during combat, that is the clerics job or get potions. The Playtest idea is great but may need further scaling if it works out too powerful.
I feel very strongly that the level of healing generally being discussed trashes the 4th wall. Magic allows for a lot of leeway in modelling, but without magic, healing should take place at a rate akin to reality- or at least no better than a typical action film. I hope you create an optional modular rule doing this, because for those gamers that left at the introduction of 4th ed, I think this is probably the largest issue. Imagine in real life (doesn't matter if you are the toughest person...
View full commentI feel very strongly that the level of healing generally being discussed trashes the 4th wall. Magic allows for a lot of leeway in modelling, but without magic, healing should take place at a rate akin to reality- or at least no better than a typical action film. I hope you create an optional modular rule doing this, because for those gamers that left at the introduction of 4th ed, I think this is probably the largest issue. Imagine in real life (doesn't matter if you are the toughest person on earth or a wimpy couch potato), getting beaten down to "one hit point," taking a 10 minute rest to apply antibiotic, band-aids, etc., and being all better, then having the beating immediately resume and again lowering you to 1 hp. This time you go to bed for 6 hours, take a couple hours to shower, relax, and eat breakfast before going back for more of the same, again taking 10 minutes to apply some quick first aid before driving off to work, fit as a fiddle.
Obviously the characters are heroic and the rules will be more generous than real life, but when the above example is actually the one where you didn't get really luck when rolling your hit dice for healing, the system threatens to become more board-game than RPG. Sorry if that was a bit scathing, but I like SO MUCH of the playtesting material that the bad bits stand out even more.
I just wanted to comment that I think this is brilliant design. It allows DMs the flexibility to allow players to be what they want to be, without having to shoe-horn in other classes, or force them to feel like they aren't able to be as successful in what they want by making them deal with cross-class skill restrictions. At the same time, you have an "easy out" as the DM by either forcing class based backgrounds and themes or iliminating them completely. Brilliant work so far, can't wait to see...
View full commentI just wanted to comment that I think this is brilliant design. It allows DMs the flexibility to allow players to be what they want to be, without having to shoe-horn in other classes, or force them to feel like they aren't able to be as successful in what they want by making them deal with cross-class skill restrictions. At the same time, you have an "easy out" as the DM by either forcing class based backgrounds and themes or iliminating them completely. Brilliant work so far, can't wait to see the finished product.
The party background concept makes my spine tingle too. I love it when my party cooperates well and have things in common. It inspired me wildly as a DM.
I don't understand why people relate using a grid & miniatures to having deep and fulfilling combat. In my experience, people who play with miniatures are more prone to metagaming during combat - and that is definitely NOT fun nor fulfilling for me. Not using a grid invokes more creative actions I think, but using a grid doesn't prohibit you from doing anything (if it does, you've got the wrong DM!)
I agree with ruttentud & find TotM combats much more fulfilling than tactical grid battles ... when the battle occurs entirely in your imagination, it isn't restricted by the position of miniatures on the playing field. So, when Seti says (a page back) that "theatre of the mind can work, if the group doesn't want complex, fulfilling combat encounters" he is clearly seeing things differently than I do (and being a little demeaning, as well). While miniature combat can be complex in...
View full commentI agree with ruttentud & find TotM combats much more fulfilling than tactical grid battles ... when the battle occurs entirely in your imagination, it isn't restricted by the position of miniatures on the playing field.
So, when Seti says (a page back) that "theatre of the mind can work, if the group doesn't want complex, fulfilling combat encounters" he is clearly seeing things differently than I do (and being a little demeaning, as well).
While miniature combat can be complex in a rules-sense and can certianly be fulfilling for someone who likes those types of rules ... I have never found it to be nearly as complex or as fulfilling as TotM in a narrative-sense. (That is, combats that are dictated by description allow for more possibilities, and therefore more complex and fulfilling battles, than combats that are dictated by the position of playing pieces ... at least, in my experience).
Now don't get me wrong ... I can certianly understand the thrill of succeeding at sophisticated tactical game. (In fact, I enjoy playing tactical wargames like Warhammer, Mordheim, and Confrontation; but for me, they are a different animal than TotM-style RPG).
And, of course, I understand that a healthy dose of imagination is needed to make either method "come alive" ... but when faced with a grid, I always feel limited by both the squares I am froced to navigate through and by what I know is a more geometrically advantageous position, regardless of how cool my description might have been.
So, I am glad they are including rules for both TotM and the tactical grid ... I just hope I don't feel forced to use both.
We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around.
I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics...
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Appreciated.
- Barker
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