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1 year ago ::
May 21, 2012 - 9:19PM
#1
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Date Joined:
Sep 30, 2006
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Rule of Three (May 21st 2012)by Rodney Thompson You've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever questions you're asking. Talk about this column here. 
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1 year ago ::
May 21, 2012 - 9:39PM
#2
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Are there auto successes in D&D Next when it comes to skills? Does the rogue have more of those built in due to his awesomeness with skills? ...we also suggest that DMs allow automatic success whenever the players do something creative or clever that should just work. It makes me happy that they're pointing this out. Way too many DMs IMO reward creative or clever solutions that should just work by saying "Yeah, here's a bonus. Roll the dice." As for the rogue, we're looking at more reliability for the class, rather than automatic success. Of course, more reliability can occasionally mean a greater number of situations where the success is, in fact, automatic. Is the idea in D&D Next that all fights or encounters could be run with or without a grid, or do you expect that some encounters or scenarios will require a grid?
In general, we want the vast majority of our rules to be perfectly functional whether you're using the grid or otherwise. Not super happy with this. If the simple core rules are in fact complex grid rules, what's the point? I don't like grids, because they bog down the combat. Giving me a system bogged down with grid rules and saying 'oh, you don't have to use the grid' doesn't strike me as the best solution. We'll see how easy it is to run fast, simple combat with the rules. If it's not easy, we'll give that feedback.
Moreover, I think including encounters that make use of a battlemat nearly mandatory is something we want to be judicious with, saving it for adventures that are really geared toward the tactical style of play. Including encounters that make the use of a game board nearly mandatory is going to make my non-purchase of whatever product you put that in absolutely mandatory. As an aside, what percentage of RPGs have 'nearly mandatory' grids in their core rules? 4E... 3.5 maybe... Mechwarrior? Grids aren't an RPG system, they're a wargaming system that's badly failed its disguise check. How many playtests with pregens do you think we'll go through before we start getting into the character creation rules?
After a couple months of testing the actual roleplaying game, you can futz around with the paper-dolls to your heart's content.
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1 year ago ::
May 21, 2012 - 9:39PM
#3
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Date Joined:
Mar 19, 2004
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Ok, so the auto-successes on ability checks are at the DM's discretion, rather than a player assumed feature. Eh, I could live with that.
Everything else is nothing new, really.
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1 year ago ::
May 21, 2012 - 9:50PM
#4
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Date Joined:
Nov 13, 2004
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So... 1. There will probably be no challenges with a DC lower than 10 cuz PCs are heroes. I can imagine some simulated twisted panties over this. 2. Rogues will probably be able to "Take 10" right from 1st-level. Does this mean in an encounter, or perhaps nobody can "Take 10" normally? Extra speculation, I wonder how will this boon interact with 3e-style multiclassing. 3. Some published adventures will occasionally require busting out a grid. Possibly.
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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1 year ago ::
May 21, 2012 - 10:03PM
#5
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- Unconventional Mafia Pro
- Dark Lord
Date Joined:
Jun 25, 2001
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So... 1. There will probably be no challenges with a DC lower than 10 cuz PCs are heroes. I can imagine some simulated twisted panties over this. 2. Rogues will probably be able to "Take 10" right from 1st-level. Does this mean in an encounter, or perhaps nobody can "Take 10" normally? Extra speculation, I wonder how will this boon interact with 3e-style multiclassing. 3. Some published adventures will occasionally require busting out a grid. Possibly.
1. Seems about right, as a general matter of avoidance. I could see them including DCs that *start* lower than 10, but scale up (Say, an effect that requires a save every round of exposure, and gets harder to resist each time) 2. Sounds to me that rogues get the option to "Take 10" after rolling the dice to see if they got better than 10. Which is awesome. 3. We both got the same thing out of this one.
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME-Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round] Last Edited by Ralph on blank, 1920
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1 year ago ::
May 21, 2012 - 10:08PM
#6
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Date Joined:
Nov 13, 2004
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2. Sounds to me that rogues get the option to "Take 10" after rolling the dice to see if they got better than 10. Which is awesome.
Upon looking again, appears you're right. Sort of like how Perception checks were handled in 4e - you roll, and then either take that result or your 'Passive Perception' score (10 + check modifier), whichever is higher.
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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1 year ago ::
May 21, 2012 - 11:17PM
#7
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Date Joined:
Dec 12, 2011
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 Lots of stuff, of interest are: No DCs below 10: Without serious penalties to the die roll, DCs below 10 don't make much sense from a mechanical point of view. If you can take 10 on a skill roll, chances are that without those hefty penalties you'd succeed anyway. This is pretty intuitive. Rogues: They can roll and take 10, choosing the best result... Nice, I like that.  Pretty much what I expect. Tableau Vivant for those that want it. Theatre of the Mind for those that want it, but like in pre-3e, some complex battles will probably warrant a grid or other type of noting of positions.  I'm actually surprised that it'll be that soon for character creation, I expected more time spent on the basic building blocks than that.
Playtest or get off the playtest boards.
---
I want justice for the voice that can't be heard Vindication for every suffering and hurt Let retribution hold dominion over earth --Nemesis, VNV Nation
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1 year ago ::
May 22, 2012 - 5:46AM
#8
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Rule of 3 Haiku Time! Auto-successes?If your score exceeds DCs.Rogues always take 10. Grids ever required?Grids are for tactical playOptions, not mandates. PC creation?Let's work on the base rules first.Then maybe two months?
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1 year ago ::
May 22, 2012 - 6:06AM
#9
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Date Joined:
Jun 17, 2010
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There will probably be no challenges with a DC lower than 10 cuz PCs are heroes. I can imagine some simulated twisted panties over this.
Yes. Something with a DC lower than 10 is by definition not a challenge. I don't see that as a problem...
D&D Next = D&D: Quantum Edition
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1 year ago ::
May 22, 2012 - 6:16AM
#10
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Date Joined:
Apr 27, 2012
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I think most skills should just work when in a non-threatening situation. Climb for example should be assumed if the person has skill and the necessary tools. It's when the fur flies and in the heat of battle that you start rolling. I'm not saying this is the case for every skill but for some skills I think it is true. Obviously crafting something of high quality always requires a roll. You always succeed in making something but it may not be uber good.
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