I've always thought of the Hydra as a multi-headed snake - a snake body, and each of its heads is a snake head, rather than a dragon-like head. I'd be find with multi-headed dragons being some other thing, but to me, the Hydra in popular culture is very strongly slanted in favor of snake-like. -Andy
View full commentI've always thought of the Hydra as a multi-headed snake - a snake body, and each of its heads is a snake head, rather than a dragon-like head. I'd be find with multi-headed dragons being some other thing, but to me, the Hydra in popular culture is very strongly slanted in favor of snake-like.
I have always thought of the Hydra are a sort of amphibian with skin that looked like that of a Frog. With that being said I always pictured the Hydra having a body and legs best suited for the water but was never constrained to just Lakes, Rivers, and Seas. How does that fit with all of you out there what are your opinions?
I must say you do have a difficult job in laying out the strategy as you release each new edition. From the standpoint of the three groups we've play tested 5e (Next) with we've come to the consensus that you must balance: 1. Maximization within the market segments that yield the highest profitability (I am guessing this gets younger as the years go on). 2. Various ages of D&D players who each have a special place in their heart for a specific edition. 3. Keeping the original...
View full commentI must say you do have a difficult job in laying out the strategy as you release each new edition. From the standpoint of the three groups we've play tested 5e (Next) with we've come to the consensus that you must balance:
1. Maximization within the market segments that yield the highest profitability (I am guessing this gets younger as the years go on).
2. Various ages of D&D players who each have a special place in their heart for a specific edition.
3. Keeping the original books in an edition release relevant as you release more books.
4. Upholding the basis of every facet of the RPG landscape, because let's be honest D&D dictates the game mechanics of every other table top and console game RPG that temporally follows.
You seem to be referring to point three though in terms of core books that we purchased vs. those of essentials. Of course I am guessing here, as I don't have the sales figures in front of me. One assumption, that which I think you are making, is ease of use for new players, which I would agree that essentials made it easier for new players to join. I myself found it easier to bring in about 30 new players, using the essentials over time, and then supplementing with PHB 2/3, and the other fantastic add-ons. The other way to possibly interpret it though is that PHB1 just became outdated in 4e with all the new DDI content that was published, especially in the areas of dailies, encounters, and utility powers.
Either way your new strategy sounds fundamentally sound. The key in expansion, in my opinion, though would be to continue to provide new content in the DDI compendium, and make it easy to access with a mobile app. In this manner you can reach more people if you put in place growth mechanisms to get a larger DDI subscriber base, and you also benefit from a beta-release approach being that you integrate it so well with the forum.
In summary I like the approach though, love the beta-test, and am excited for the 5e release.
I would never call the lack of fluff reason for mechanics a weak point for 4e, personally, I think one of 4e's strengths was it put the fluff back where it belonged, in the hands of DMs and Players...out of combat actions, story, roleplaying, all work better in an environment where the rules aren't focused on them, but rather on just resolution mechanics, which 4e was. The DM an the Players bring the story, the exploration, and the interaction, they bring the story alive, and the more staid and...
View full commentI would never call the lack of fluff reason for mechanics a weak point for 4e, personally, I think one of 4e's strengths was it put the fluff back where it belonged, in the hands of DMs and Players...out of combat actions, story, roleplaying, all work better in an environment where the rules aren't focused on them, but rather on just resolution mechanics, which 4e was. The DM an the Players bring the story, the exploration, and the interaction, they bring the story alive, and the more staid and mechanical and combat focused the rules are, the more it frees the game up for that.
Now, I understand how some had trouble doing 4e in TotM (I didn't, when needed, I've run it just fine that way, but have always preferred figures anyway) As for player and tactical decisions, leave those to the Players and DM explain, I don't want canned explanations, I want the PCs to have to come up with why they do what they do, and how.
Now, elements of 4e in 5e, let's see, the whole new HitDice healing mechanic is clearly a variation on Healing Surges. I see some other small influences of 4e, which are ever evolving as the playtest progresses, but that's the clearest example so far. At-Will spells, Backgrounds and Themes/Specialties all harken to 4e (and previous editions have had examples that were similar too, because that's where 4e got them)
Now, I know a ton of non-4e players who are diving in and participating in the playtesting right now, plus the new Season of Encounters is going to give the choice of 4e or 5e Playtest and most areas I've heard are opting for the 5e route. I'm looking forward to showing up for Encounters to play 5e myself. I'm both an Olde and New School gamer having played every edition, and yes, those who are active in the playtest and on the website will be the most vocally acknowledged, considering, but the more others encourage people to join the playtest, the more diverse the overall feedback can become
I think each class having the maneuver mechanic should have a different die size equal to the size of his hit dice: example, the fighter should have 6 d10 expert dice at high levels, when the monk has 6 d8 and the rogue 6d6. Also, on the subject of weapon choices, every characters had time only to learn two (2) weapons in the list given to his class, except for the fighter, who his better trained with weapons, who learns how to use two groups of similar weapons. His damage with such a...
View full commentI think each class having the maneuver mechanic should have a different die size equal to the size of his hit dice: example, the fighter should have 6 d10 expert dice at high levels, when the monk has 6 d8 and the rogue 6d6.
Also, on the subject of weapon choices, every characters had time only to learn two (2) weapons in the list given to his class, except for the fighter, who his better trained with weapons, who learns how to use two groups of similar weapons. His damage with such a weapon are one dice size better than other character using the same weaapon: example, a longsword in his hands do 1d12 damage while in the hand of a rogue it will do 1d10. Melee weapons groups: blades, axes, flails, polearms (including quaterstaff), maces (including hammers), pikes. Ranged weapons: Thrown, Flails, Slings, crossbows, bows, siege machines.
Thirdly, fighters styles should be related to his weapon of choices, while the paladin styles should be related to his actions. Example: a fighter is an archer or a axeman, or a swordman, etc. A paladin is a defender or a slayer or cavalier, or a knight, etc.
To clarify, there is no difference between background and profession. More skills are needed, but profession is a category which helps define the character's skills. A woodcutter, for example, would be recommended to have the skills Climb, Drive, Gather Information, Plants Knowledge and Use Rope, while the ability of a woodcutter to fell trees would be described narratively, without specifying restrictive limits such as how long it takes or how much damage a falling tree would do. A character...
View full commentTo clarify, there is no difference between background and profession. More skills are needed, but profession is a category which helps define the character's skills. A woodcutter, for example, would be recommended to have the skills Climb, Drive, Gather Information, Plants Knowledge and Use Rope, while the ability of a woodcutter to fell trees would be described narratively, without specifying restrictive limits such as how long it takes or how much damage a falling tree would do. A character with two or more professions would use class feature substitution, noted under career path, training or what you may call it, to get more skills than the 6 or 8 options normally available. Similar substitutions available at more specific points in one's career could grant the character other races' traits, religious ordination, a bonus to a specific skill area such as desert survival or dragons, or more general scholarly expertise. It is encouraging to see skills of narrow scope such as Diplomacy and Use Rope emphasized.
This is something i totally agree with. another post mentioned splitting different spells up between different classes, but then you need all those classes to cover every magic need. Letting people do different things via flavor, makes the spells seem entirely different
I dont think the core rules need to give you that much flavor. Building a mechanic that lets you build your own background is much better. The fighter maneuvers and monk ki abilities are a great example. You can either chose ones that you like, or just pick and chose and slowly build your own fighting styles. By giving a base set of spells and abilites that all of that class has(set spell list) and then encounter powers that build your story.
For the poll, I don't actually use a DM screen. All dice are rolled in front of the players. I do however make random arbitrary rolls with zero meaning to throw them off. I add either excited or upset expressions (or the much loathed by my players - evil grin). This way they never truly know what the dice rolls are for except for attacks and the occasional skill check.
View full commentFor the poll, I don't actually use a DM screen. All dice are rolled in front of the players.
I do however make random arbitrary rolls with zero meaning to throw them off. I add either excited or upset expressions (or the much loathed by my players - evil grin).
This way they never truly know what the dice rolls are for except for attacks and the occasional skill check.
I thought I'd found the perfect dm dice shortcut: the d&d virtual table! I had all the characters and monsters pre-loaded, and the players at the table never knew I was doing anything different (other than much faster monster turns). Sadly that all ends after July. I can only hope the next version of d&d will have even better digital integration options.
I like the racial archtypes created by racial penalties as well, but my playgroup is full of oldschool players anyway, so regardless of what the rules say, we never have Elves with 16+ Constitution; its just lore that we'll never let die. So whether or not they include the racial penalties in the mechanics, they'll always show up when ya want 'em to.
Floating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I...
View full commentFloating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I like the idea of racial penalties. An Elf and a Half-Elf should generally have similar wisdom, but the Elf should normally have the lower constitution score. I feel like the penalties -- in addition to making it possible to add more bonuses without becoming overpowered -- really make it possible for the races to each have a truly unique feel (and a truly unique physiology/personality).
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.
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.
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.
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.
I think that using non-scaling defenses to create minions is a good idea, but there should be a way to boost defenses against small numbers of attacks each round. For example, Fighters could take a feat to parry a certain number of attacks if they sacrifice a bit of + to hit on their turn, Rouges can dodge, Wizards and Clerics can cast defensive spells. This allows low level monsters to hit higher level characters if they come in force, while preventing every attack from hitting like in 3.5....
View full commentI think that using non-scaling defenses to create minions is a good idea, but there should be a way to boost defenses against small numbers of attacks each round. For example, Fighters could take a feat to parry a certain number of attacks if they sacrifice a bit of + to hit on their turn, Rouges can dodge, Wizards and Clerics can cast defensive spells. This allows low level monsters to hit higher level characters if they come in force, while preventing every attack from hitting like in 3.5.
This also fits with the complexity scale, so new players don't have to worry about it, while keeping it an option for the more experienced.
How about an ability similar to the clerical way of "memorizing" spells? An invoker can memorize a bunch of spells, but burn them for a fireball spell, similar to how a positive aligned cleric can burn (substitute) a bless for a cure light wounds. This allows for more flexibility than a straight vacian system, and allows for more utilitarian spells to be memorized without withholding combat effectiveness. You could go more of an opposite route with a utilitarian specialty memorizing combat...
View full commentHow about an ability similar to the clerical way of "memorizing" spells? An invoker can memorize a bunch of spells, but burn them for a fireball spell, similar to how a positive aligned cleric can burn (substitute) a bless for a cure light wounds. This allows for more flexibility than a straight vacian system, and allows for more utilitarian spells to be memorized without withholding combat effectiveness. You could go more of an opposite route with a utilitarian specialty memorizing combat spells, but changing them out when they really need that illusion or transmute spell.
How about improvised magic as an option? This should be less powerful than planned magic. It is costed based upon the liklihood of the effect. Things that are likely anyway are easy and strange things are expensive. Maelstrom and GURPS both feature concepts like it. Examples are given for the most common cases (ie. iconic spells) and perhaps combat magic (which must be faster to draw upon both for the player and the character) must be of the pre-baked libraries (Vancian or Powers).
-Andy
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