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10 months ago ::
Aug 13, 2012 - 10:28PM
#1
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Date Joined:
Jun 25, 2008
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A disclaimer. I played the first round in good faith. While there were things I found acceptable, overall, after playing it, I found it left me turning cold on D&D all around, in any edition. It showed me the weaknesses of 4e, but it showed me there was no future coming that I wanted to see, yet I decided to wait and see.
Then I read this second round rules set.
There are not enough words for me to describe how unappealing this thing is on its face.
To me, the whole point of an adventure RPG is to *be able* to adventure. Rules should lend themselves to the ability to be heroic. These do nothing of the kind. With microsized hit points, players become cowards, and DMs have to hold back to avoid TPKs around every turn, or else even 1 hp of damage becomes something to be feared. This game as written encourages DMs who like to terrorize fragile characters. Players have low hp, no magic items, few spells, picayune progression, and uninteresting gear. That's not fun for me. I would have to work so hard as a DM to fix the problems I see here I might as well rewrite it myself.
Playing 4e taught me one thing: spending several low levels with weenie powers you can only use infrequently, puny hp, and negligible gear is not only no longer fun for me, and its needless in game design. You can start people humble, that fine, just not fragile, mechanically. It's not fun to experience as a player, and I don't enjoy DMing games with such feeble character builds. Players (in my groups) usually enjoy playing and fighting rather heroically, and I've come to believe that game rules should lend themselves to that. They don't need to be superheroes, but they should be basically *able*. These characters are not. Their hp are too low, the advancement appears poor, and the overall scale is overall strongly disinteresting to me, and that's just the first few items I care to mention. FWIW, I'm not such a fan of 4e I don't think 4e couldn't be toned down, and would prefer streamlining it, but this edition is way too weak to approach what I feel is fun or reasonable to saddle DMs or Players with. To me, this set of rules reads like it was designed by an overbearing DM who wants his players to hide or run from anything scarier than a housecat (which, once again, the wizard who loses init to the housecat will also have a good chance to get killed one one hit from one). If you don't ambush and kill everything in one round, half your party is at risk of dying in every encounter in *one* round. That's not heroic at all, its tragic. It concerns me dramatically about the thoughts going into this game. So much so, I don't feel like any degree of feedback is going to fix where this seems to be going. The things I didn't like about round 1 are still here in round 2, in some cases, worse.
The list of problems is long, too long to go into for what is basically a rage quit post. Long story short: Good luck with this. I'm out...."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" /> I'm sure folks will disagree with me. To each their own. Yes, I'm well aware I'm not being helpful, and can easily be considered to be being unfair by not trying it out at least once. From my perspective, tho, what's to try? Been gaming for twenty years. Don't need to play a game to know that the rules are uninteresting to me to play or DM with. If this is your style of game, great, enjoy. You'll have one less player and DM while doing it if you are using these rules.
Extremely disappointed and frustrated to see D&D going this way. Too much so to watch it go further.
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10 months ago ::
Aug 13, 2012 - 11:51PM
#2
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Date Joined:
Aug 11, 2004
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Completely unappealing game. Plays more like Call of Gygax. Wizards better get it together because this game does NOT hang with something like Pathfinder AT ALL. Also, this simplified, older school game has been catching on lately. There really is no reason to play this compared to something like Castles and Crusades. It neither pleases an old school guy, nor the 3/3.5 guy and it is very differently mechanically and tonally to 4E. I just don't know who this is supposed to be pitched to right now.
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10 months ago ::
Aug 14, 2012 - 3:02AM
#3
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Date Joined:
Aug 18, 2006
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Amen.
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10 months ago ::
Aug 14, 2012 - 3:11AM
#4
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Plays more like Call of Gygax.
Since you're talking about how it plays, I assume you and your group all downloaded it, made characters and spent the last 8 hours going through an old school adventure module?
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10 months ago ::
Aug 14, 2012 - 3:30AM
#5
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Date Joined:
Aug 11, 2006
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Welp, guys, it was nice to discuss this with you. I guess you'll be going back to your original editions of D&D then?
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10 months ago ::
Aug 14, 2012 - 4:22AM
#6
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Well, I prefer that. I like the lower levels to be risky. It was more fun when there was an element of danger involved.
When you are assaulted by 6 goblins, it should be "Oh no! We're outnumbered!! We need to do something clever to win this!" and not "Pah. Is that all? Excuse me while I dispatch this blade-fodder without breaking a sweat."
Everything expressed in this post is my opinion, and should be taken as such. I can not declare myself to be the supreme authority on all matters...even though I am right!
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10 months ago ::
Aug 14, 2012 - 4:28AM
#7
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Date Joined:
Mar 31, 2010
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Well, I prefer that. I like the lower levels to be risky. It was more fun when there was an element of danger involved.
When you are assaulted by 6 goblins, it should be "Oh no! We're outnumbered!! We need to do something clever to win this!" and not "Pah. Is that all? Excuse me while I dispatch this blade-fodder without breaking a sweat."
Eh, I think you can easily design a system that is both dangerous and challenging at low levels while still giving charcters plenty to do and making them feel capable. I don't currently see that in this iteration of Next, and I definitely didn't see it in the previous playtest.
I just hope WoTC knows they're going to lose a huge segment of their gamer population with this version. It's almost like they'll be swapping in players they lost with 4E to make up for the players they're going to lose with 5E, but it's not a good business model regardless.
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10 months ago ::
Aug 14, 2012 - 4:56AM
#8
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Any given character should have enough hp to take a crit by an even level monster and survive, even if its only with 1 hp left. As it is even the fighter can be killed in 1 round if they get hit by 2-3 monsters. This is not acceptable.
At the very least they need to have variant rules:
Gritty - You start with your hit dice + con mod in hit points.
Average - You start with your constitution + hit dice in hit points.
Heroic - You start with your constitution + max hit dice in hit points.
They should have seen this one coming...
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10 months ago ::
Aug 14, 2012 - 5:29AM
#9
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I'm confused as to what the complaint really is. If you want the players to have more stuff and magical items, give them more stuff and magical items. If you want the players to be more powerful all around, start them out on a higher level. I have a bunch of power gamer friends that like to start their characters at level 10 so that they can heroically wipe through monsters and collect hordes of treasure. The low levels are still there in case you want a game with more challenge and perhaps realism. I know they don't have higher levels available yet but they will, which means that DnD next isn't going to be any worse according to your argument. It just doesn't have enough options for you quite yet, give them some time. I do agree that your characters health begins rather low. 1 or 2 good hits can take out a level 1 wizard. Just have the players gain Max HD+Constitution score on 1st level, and then additional amount of health = 1/2 HD every level thereafter. This would prevent players from getting hordes of health at later levels, making them maneagable, while preventing players from being insta-killed on low levels.
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10 months ago ::
Aug 14, 2012 - 5:32AM
#10
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I'm confused as to what the complaint really is. If you want the players to have more stuff and magical items, give them more stuff and magical items. If you want the players to be more powerful all around, start them out on a higher level. I have a bunch of power gamer friends that like to start their characters at level 10 so that they can heroically wipe through monsters and collect hordes of treasure. The low levels are still there in case you want a game with more challenge and perhaps realism. I know they don't have higher levels available yet but they will, which means that DnD next isn't going to be any worse according to your argument. It just doesn't have enough options for you quite yet, give them some time. I do agree that your characters health begins rather low. 1 or 2 good hits can take out a level 1 wizard. Just have the players gain Max HD+Constitution score on 1st level, and then additional amount of health = 1/2 HD every level thereafter. This would prevent players from getting hordes of health at later levels, making them maneagable, while preventing players from being insta-killed on low levels.
I don't know of anyone that wants to play a game where the fighter can be taken out at 1st level with 1-2 hits from same level monsters... I mean gritty is one thing, but that's just insane swingy...
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