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13 months ago  ::  May 24, 2012 - 6:24PM #31
Rupert_ADnD
Date Joined: Jun 13, 2010
Posts: 577

My first impression is very positive, I´m happy on how simple it is.

The greatest thing is that it is simple enough for non experienced players to jump in, wich I hitnk is a very important aspect for D&D and the future of the game.


The monsters are totally old school, which is fine, although I would like to have some layers of complexity like powers to add in the monsters.  I know it´s the first basic presentation, but I prefer monsters Vault text over this one. I love that most of the monsters have much less HPs, which solves the main problem with 4E, combats that drag to long.


I´m sure we are going to see cool maneuvers and options like in 4E for fighters and other classes as modules for the game, and the great thing, we are going to be able to customize and add whatever rules we prefer on top of the basic rule set.

I definitely love the Character sheets. Beautiful stuff, nicely designed and cleanly presented.

So far, great stuff.

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13 months ago  ::  May 24, 2012 - 7:44PM #32
SavevsDeath
Date Joined: Jan 25, 2007
Posts: 602
One big, major bone I will have to pick with Next if it doesn't get fixed: Fighters need more. They feel boring right now, they're almost perfect but they need something to make them stand out when placed next to wizards who can hurl bolts of flame, clerics with healy undead butt-kicking powers, and the skill virtuoso that is the Rogue. I'm assuming after level 3 they get bigger and better stuff, but as it stands the Fighter class has shown me very little to be excited about. The 4E Slayer was more interesting than this, and thats saying something because a class doesn't get any more basic than that one. 

So far I like what i'm seeing, but as it is everything I liked in the playtest, 4E does better. Keep going WotC. 
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13 months ago  ::  May 24, 2012 - 7:55PM #33
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,782

May 24, 2012 -- 7:44PM, SavevsDeath wrote:

One big, major bone I will have to pick with Next if it doesn't get fixed: Fighters need more. They feel boring right now, they're almost perfect but they need something to make them stand out when placed next to wizards who can hurl bolts of flame, clerics with healy undead butt-kicking powers, and the skill virtuoso that is the Rogue. I'm assuming after level 3 they get bigger and better stuff, but as it stands the Fighter class has shown me very little to be excited about. The 4E Slayer was more interesting than this, and thats saying something because a class doesn't get any more basic than that one. 

So far I like what i'm seeing, but as it is everything I liked in the playtest, 4E does better. Keep going WotC. 





I think the fighter is the basic and simple class that new players will feel comfortable with.   Old editions worked that way too.     I'm sure you'll be able to create more complex fighter types when the PHB is released. 

With that said, I like to play a simple fighter with multi-attacks per round.   Usually, I just make improvised actions every round.  The fun and excitement in this case comes during play and when you're not following a bunch of cookie cutter like powers.

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13 months ago  ::  May 24, 2012 - 8:13PM #34
SavevsDeath
Date Joined: Jan 25, 2007
Posts: 602

May 24, 2012 -- 7:55PM, dmgorgon wrote:

May 24, 2012 -- 7:44PM, SavevsDeath wrote:

One big, major bone I will have to pick with Next if it doesn't get fixed: Fighters need more. They feel boring right now, they're almost perfect but they need something to make them stand out when placed next to wizards who can hurl bolts of flame, clerics with healy undead butt-kicking powers, and the skill virtuoso that is the Rogue. I'm assuming after level 3 they get bigger and better stuff, but as it stands the Fighter class has shown me very little to be excited about. The 4E Slayer was more interesting than this, and thats saying something because a class doesn't get any more basic than that one. 

So far I like what i'm seeing, but as it is everything I liked in the playtest, 4E does better. Keep going WotC. 





I think the fighter is the basic and simple class that new players will feel comfortable with.   Old editions worked that way too.     I'm sure you'll be able to create more complex fighter types when the PHB is released. 

With that said, I like to play a simple fighter with multi-attacks per round.   Usually, I just make improvised actions every round.  The fun and excitement in this case comes during play and when you're not following a bunch of cookie cutter like powers.




Powers are only as cookie-cutter as you make them, much like basic attacks. The difference is basic attacks limit how I can describe them after a point - I hit for 2d6+3 damage can't suddenly become "I sweep my blade at his legs with a slow, easily anticipated attack and then when he goes to block with his axe I lash out with my shield and slam him back several paces."

That was a description I used for the 4E at-will Tide of Iron frequently. It was like my fighters signature move. I can't do that with a basic attack, because a basic attack doesn't move them anywhere or do anything but damage. Get what i'm saying? 

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13 months ago  ::  May 24, 2012 - 8:20PM #35
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,782

May 24, 2012 -- 8:13PM, SavevsDeath wrote:

May 24, 2012 -- 7:55PM, dmgorgon wrote:

May 24, 2012 -- 7:44PM, SavevsDeath wrote:

One big, major bone I will have to pick with Next if it doesn't get fixed: Fighters need more. They feel boring right now, they're almost perfect but they need something to make them stand out when placed next to wizards who can hurl bolts of flame, clerics with healy undead butt-kicking powers, and the skill virtuoso that is the Rogue. I'm assuming after level 3 they get bigger and better stuff, but as it stands the Fighter class has shown me very little to be excited about. The 4E Slayer was more interesting than this, and thats saying something because a class doesn't get any more basic than that one. 

So far I like what i'm seeing, but as it is everything I liked in the playtest, 4E does better. Keep going WotC. 





I think the fighter is the basic and simple class that new players will feel comfortable with.   Old editions worked that way too.     I'm sure you'll be able to create more complex fighter types when the PHB is released. 

With that said, I like to play a simple fighter with multi-attacks per round.   Usually, I just make improvised actions every round.  The fun and excitement in this case comes during play and when you're not following a bunch of cookie cutter like powers.




Powers are only as cookie-cutter as you make them, much like basic attacks. The difference is basic attacks limit how I can describe them after a point - I hit for 2d6+3 damage can't suddenly become "I sweep my blade at his legs with a slow, easily anticipated attack and then when he goes to block with his axe I lash out with my shield and slam him back several paces."

That was a description I used for the 4E at-will Tide of Iron frequently. It was like my fighters signature move. I can't do that with a basic attack, because a basic attack doesn't move them anywhere or do anything but damage. Get what i'm saying? 




Improvised actions were the key here.    We used them all the time.   in fact if you played a hit and miss game with basic attacks you were playing the game incorrectly.        With 2e my fighter could perform a disarm, trip, charge, or just about any other improvised action (like a push or a pull) at will.  I didn't need a power either.   On top of that I got several attacks per round.     I could effectively perform the tide of iron power every round if I wanted to.    And if I had 3 attacks per round i could do even more. 

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13 months ago  ::  May 24, 2012 - 8:28PM #36
SavevsDeath
Date Joined: Jan 25, 2007
Posts: 602

May 24, 2012 -- 8:20PM, dmgorgon wrote:

May 24, 2012 -- 8:13PM, SavevsDeath wrote:

May 24, 2012 -- 7:55PM, dmgorgon wrote:

May 24, 2012 -- 7:44PM, SavevsDeath wrote:

One big, major bone I will have to pick with Next if it doesn't get fixed: Fighters need more. They feel boring right now, they're almost perfect but they need something to make them stand out when placed next to wizards who can hurl bolts of flame, clerics with healy undead butt-kicking powers, and the skill virtuoso that is the Rogue. I'm assuming after level 3 they get bigger and better stuff, but as it stands the Fighter class has shown me very little to be excited about. The 4E Slayer was more interesting than this, and thats saying something because a class doesn't get any more basic than that one. 

So far I like what i'm seeing, but as it is everything I liked in the playtest, 4E does better. Keep going WotC. 





I think the fighter is the basic and simple class that new players will feel comfortable with.   Old editions worked that way too.     I'm sure you'll be able to create more complex fighter types when the PHB is released. 

With that said, I like to play a simple fighter with multi-attacks per round.   Usually, I just make improvised actions every round.  The fun and excitement in this case comes during play and when you're not following a bunch of cookie cutter like powers.




Powers are only as cookie-cutter as you make them, much like basic attacks. The difference is basic attacks limit how I can describe them after a point - I hit for 2d6+3 damage can't suddenly become "I sweep my blade at his legs with a slow, easily anticipated attack and then when he goes to block with his axe I lash out with my shield and slam him back several paces."

That was a description I used for the 4E at-will Tide of Iron frequently. It was like my fighters signature move. I can't do that with a basic attack, because a basic attack doesn't move them anywhere or do anything but damage. Get what i'm saying? 




Improvised actions were the key here.    We used them all the time.   in fact if you played a hit and miss game with basic attacks you were playing the game incorrectly.        With 2e my fighter could perform a disarm, trip, charge, or just about any other improvised action (like a push or a pull) at will.  I didn't need a power either.   On top of that I got several attacks per round.     I could effectively perform the tide of iron power every round if I wanted to.    And if I had 3 attacks per round i could do even more. 




The problem is that improvised actions come down to DM fiat every single time. How long before a DM decides that my fighters signature move is becoming too effective, and he starts finding ways to make them less so? I have played with DM's that did that kind of crap. DM's that HATE to see fighters do anything cool, and who lack the basic understanding that when you do something so much it becomes muscle memory, a maneuver that you can execute perfectly nearly every time, you generally don't fail without some very major factors working against you. 4E powers gave me that feel; my fighter had practiced his low sword high shield maneuver so many times that he did it right every single time (unless the attack missed). 

In other words, I don't trust every DM not to be a douchebag. Put it in the rules, so I don't have to improvise every single cool thing, just the cool things that my fighter isn't an expert at.

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13 months ago  ::  May 24, 2012 - 8:39PM #37
EnglishLanguage
Date Joined: May 19, 2011
Posts: 4,952
Not to mention that it essentially requires Fighters to be incredibly creative constantly just to keep a comparable pace with Wizards, who can usually be just as creative with their spells.
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13 months ago  ::  May 24, 2012 - 8:57PM #38
VacantPsalm
Date Joined: May 4, 2011
Posts: 468

May 24, 2012 -- 1:47PM, MarielElessedil wrote:

May 24, 2012 -- 1:28PM, VacantPsalm wrote:

I have never played any version before 3.5, still very new to the table top RPG world. So this simplistic tone/feel is quite new to me, and I'm enjoying it. It's less like reading pseudocode for a video game and more like rules for human eyes. It's rather pleasing to read. :3




I think you would have liked the "old days" of D&D when rules have supported players. I totally agree - with 4th edition D&D seemed to become an MMORPG.
But with the playtest packet a new hope has returned to the lands of pen&paper adventurers...


I've actually gotten that impression several times here in the D&DN forums. Quite often I'll think a rule is awesome and someone will say, "that's just like in D&D [old]." Best example being how ability scores rule actions instead of a big ol' lists of skills.


As for 4e, I understand that "video game" feel. I think it's because a lot of it reads like pure math. But that's because the rules do everything they can to get out of the way. Once you understand just how far you can go with reflufing, it is actually a very powerful system for roleplaying. I look at the rules for wizard and see a knife thrower who NEVER misses ANYTHING she tosses. The problems is when the rules do come into play, they come down hard. Character creation, AoE rules, and familiars are what get me.

3.5 rules try to reach everything, the rules don't hit you nearly as hard because they're designed to always be there. But that pro is also it's con. If you can and are willing to work the rules, than you're doing good. If you want the rules out of your way, to do something outside of their reach, (like a knife thrower who always hits) than you're out of luck.

Personally, backing my character up with mechanics feels more rewarding to me than refluffing, I'm a simulationist like that. These D&DN rules feel super light to the point they almost leave. Can't say if they step back as much as they did in 4e until I see some character creation though. "DM can rule you don't have to roll," is not quite "4e gone" rules wise. Seeing the possibility for knife throwers in the wizard class with no work is "4e gone."

What I think the Wilder Design Goals should be.
Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P

Homebrew Psionics blog posts archive:
Spoiler: Show

UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas.
Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.

Really old.
Nov/02/2012:
I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process.
Part 1, Hard rules/example soulknife discipline: Link.
Part 2, Basic ideas/goals on basic numbers and classes: Link.
Part 3, Direction/ideas I want to take with specific disciplines: Link.


:3
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13 months ago  ::  May 24, 2012 - 9:00PM #39
Annandul
Date Joined: May 23, 2012
Posts: 22
I'm agreed with everyone here: I really enjoyed the playtest. I found myself running with a couple of people who had never played a tabletop system before, but it was incredibly simple to get them playing. WotC has done a wonderful job of making it accessible and quick, and I applaud this game that does this and capture what, at least to me, D&D is.

My sole annoyance with this was trying to explain the new Hit Dice mechanic.  Those who had played a previous version initially thought that they were going to lose some of their maximum hit points to gain quick healing. XD Is there not some other term that could be used?

That said, thank you, WotC, I'll be looking forward to the final product.  
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13 months ago  ::  May 24, 2012 - 9:14PM #40
qbitner
Date Joined: Mar 10, 2010
Posts: 6

May 24, 2012 -- 8:28PM, SavevsDeath wrote:

May 24, 2012 -- 8:20PM, dmgorgon wrote:

May 24, 2012 -- 8:13PM, SavevsDeath wrote:

May 24, 2012 -- 7:55PM, dmgorgon wrote:

May 24, 2012 -- 7:44PM, SavevsDeath wrote:

One big, major bone I will have to pick with Next if it doesn't get fixed: Fighters need more. They feel boring right now, they're almost perfect but they need something to make them stand out when placed next to wizards who can hurl bolts of flame, clerics with healy undead butt-kicking powers, and the skill virtuoso that is the Rogue. I'm assuming after level 3 they get bigger and better stuff, but as it stands the Fighter class has shown me very little to be excited about. The 4E Slayer was more interesting than this, and thats saying something because a class doesn't get any more basic than that one. 

So far I like what i'm seeing, but as it is everything I liked in the playtest, 4E does better. Keep going WotC. 





I think the fighter is the basic and simple class that new players will feel comfortable with.   Old editions worked that way too.     I'm sure you'll be able to create more complex fighter types when the PHB is released. 

With that said, I like to play a simple fighter with multi-attacks per round.   Usually, I just make improvised actions every round.  The fun and excitement in this case comes during play and when you're not following a bunch of cookie cutter like powers.




Powers are only as cookie-cutter as you make them, much like basic attacks. The difference is basic attacks limit how I can describe them after a point - I hit for 2d6+3 damage can't suddenly become "I sweep my blade at his legs with a slow, easily anticipated attack and then when he goes to block with his axe I lash out with my shield and slam him back several paces."

That was a description I used for the 4E at-will Tide of Iron frequently. It was like my fighters signature move. I can't do that with a basic attack, because a basic attack doesn't move them anywhere or do anything but damage. Get what i'm saying? 




Improvised actions were the key here.    We used them all the time.   in fact if you played a hit and miss game with basic attacks you were playing the game incorrectly.        With 2e my fighter could perform a disarm, trip, charge, or just about any other improvised action (like a push or a pull) at will.  I didn't need a power either.   On top of that I got several attacks per round.     I could effectively perform the tide of iron power every round if I wanted to.    And if I had 3 attacks per round i could do even more. 




The problem is that improvised actions come down to DM fiat every single time. How long before a DM decides that my fighters signature move is becoming too effective, and he starts finding ways to make them less so? I have played with DM's that did that kind of crap. DM's that HATE to see fighters do anything cool, and who lack the basic understanding that when you do something so much it becomes muscle memory, a maneuver that you can execute perfectly nearly every time, you generally don't fail without some very major factors working against you. 4E powers gave me that feel; my fighter had practiced his low sword high shield maneuver so many times that he did it right every single time (unless the attack missed). 

In other words, I don't trust every DM not to be a douchebag. Put it in the rules, so I don't have to improvise every single cool thing, just the cool things that my fighter isn't an expert at.


Perhaps WOTC went back to old school D&D where the fighter can use the majority of magic items and any type of weapon and armor.  The answer might lie in the magic items.

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