In my opinion, amongst the best features of 4th edition was the recognition of combat roles (defender, striker, leader, controller) which gave each class a distinctive focus while ensuring they almost always had something productive to contribute. In combat situations, I am very happy with the play-test materials in that every class has a role (even if it is not delineated as in 4th edition, or even fitting the same system). For example, fighters deal consistant damage while being able to stand up to the most severe threats. Clerics healing, utility support, and depending on domain, efective ranged or melee capability. Rogues have maneuverability, moderate damage potential, as well as occasional opportunity for massive damage. Wizards deal mass damage and can control battle-field texture with spells like web and grease, and can always resort to rather minor damage cantrips.
Although work on other identified pillars of the game (exploration, role-playing) may not be as extensive at this point in the playtest, I think it is important to consider the "role" of each class in such commonly occuring situations as scouting, handling traps, investigation, NPC interaction, travel, camping security, etc. For example, regarding scouting, rogues traditionally have natural stealth for spying; clerics have divinations, speak with dead, and utilities like silence or a nice variety of detection spells; wizards, in past editions, have tended to step on rogues with spells like clairvoyance, knock, mage hand, and invisibility; while fighters have absolutely nothing. In handling traps, rogues have skill mastery; wizards traditionally have considerable ability to bypass traps and barriers (e.g. dimension door), as well as dispell magic; clerics are much more limited; and again, fighters have nothing except perhaps the durability to intensionally trigger them. Traditionally clerics can subtly contribute to interactions with spells like detect lies, comprehend languages, and know alignment; wizards are less subtle with spells like charm person, suggestion, mislead, or feeble mind; and fighters and rogues are reduced to picking noses with sharp blades. So far, I see little in the playtest to suggest this will change. I very much hope that as other pillars of play are developed, unique roles for every class can be developed, so every class is well and fully rounded.
I think defining those "roles" was one of the many reasons why 4e was considered too "video gamey."
These roles exist naturally, but by defining them by class it only serves to make the game feel claustrophobic and restricting. For example, let's say you have a party of one cleric and two rogues? Obviously, the cleric is going to have do more than just buff and heal...they will have to take the brunt of the melee attacks as well.
Shoehorning characters into predefined roles is nice and tidy, but it's also very restricting. Some people like that level of structure and order...while others absolutely hate it.
I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.
Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.
This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).
The Basic boxed set contains:
Quick Start Rules A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms. Player's Handbook (Softcover, 125 pages) Features rules for playing the classic D&D races and classes all the way up to 20th level. Dungeon Master's Guide (Softcover, 125 pages) Includes the basic rules for dungeon masters.
Monster Manual (Softcover, 100 pages) Includes all the classic iconic monsters from D&D.
Introductory Adventure (Keep on the Borderlands) An introductory adventure for beginning players and DMs.
Also includes:
Character Sheets Reference Sheets Set of Dice
ExpertSet
A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:
Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.) Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.) Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)
Expansions
These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.)
Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book) Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book) Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book) The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)
A Million Hit Points of Light: Shedding Light on DamageShow
A Million Hit Points of Light: Shedding Light on Damage and Hit Points
In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...
What are hit points? The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.
So what exactly does it mean to "hit" with a successful attack roll, then? It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.
But the attack did 25 points of damage! Why did it only "graze" the target? Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.
Yeah, but what about "touch" attacks that rely on physical contact? Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.
If hit points and weapon damage don't always represent actual damage to the target, then what does it represent? Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.
Ok, but shouldn't armor reduce the amount of damage delivered from an attack? It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.
What about poison and other types of non-combat damage? Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.
If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages? Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.
What if my attack reduces the target to 0 or less hit points? If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.
Why are monsters killed immediately and not players? Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.
What if a character is wounded by poison or other types of non-physical damage? If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).
Ok. I get it...but what happens once a character is wounded? See below.
Damage and Dying
Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.
Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly.
Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.
If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.
Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.
Unharmed: 1 hp or more Wounded: 0 hp or less Incapacitated: -(Constitution) to -(Constitution+Level) Dead: Less than -(Constitution +Level)
Wounded When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.
Incapacitated Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).
If successful, the character remains dying, but their condition does not worsen.
If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.
Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.
Dead Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.
Yeah. If you wanted to be a damage oriented fighter, you could. But you were always part defender no matter what. That bothers a lot of people. But, Specialties and Class built in paths, options, origins etc, I think will take the place of this. It will allow a character to be a role, without forcing the whole class to be that role. In otherwords it's letting the player pick their role instead of the rules picking it. Tools not Rules as they say.
2) I would rather see the characters as people than weapons platforms. An adventuring party gets together for whatever reason, and that reason is not "We need a tank! Anyone who fits the bill will do...right, here is your role in the up and coming battle!". Characters may naturally fall into these roles, but the fact that they are pre-defined by their class makes them less like "people who happen to be able to do stuff" and more like "specially bred soldiers who are designed with that function in mind".
3) as previously mentioned, it lacks options for diversification. Fighter wants stealth? Tough! He can't have it. Rogue wants to learn about religion, have a revelation and become a cleric? Tough! He can't have it.
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!
I'm with Bhaelfire, Jenks and Ranger-of-Cormyr, on this. The roles are one of those things that seem like a good idea on paper but once they went and put them out there, not quite so good. Suggestions on roles that help to make a well rounded party is something that maybe a DMG might address along with player personality types. Defining classes by roles isn't a good idea and is completely unnecessary. Actually, I find the roles to be demeaning to players. They mean to me that the developers didn't think any players were smart enough to figure out what the class is supposed to be doing based on how the class' mechanics are written. It's never good to flatly decide all players can't figure out the fighter is supposed to hit stuff and make the same stuff want to hit them instead of the cleric or wizard. All while the rogue is using the distraction of the fighter to sneak attack said stuff. People that play these kinds of games are usually smart enough to figure out the roles of a class without having it spelled out in front of them. New players as well as longtime players alike.
Your Fighter may be a pretty decent healer, especially with the Healer Specialty as currently written, with healing techniques from a specialized group of healers or from a far off land with mysterious techniques. This completely breaks the role mechanics as they currently stand in 4e. So, please, no. Don't define classes by roles anymore.
I'm not sure why people who feel constrained by roles even accept class systems to begin with. I'd like to point out that WoW wasn't originally designed with the concepts of distinct roles. The 4e roles were based on player behavior and observations of the most efficient ways in which characters coordinated and survived. It's all great to say that players shouldn't define their characters by such abstract roles, but since survival and cooperation are important elements of the game then sometimes pointing out what a class is generally buildt to do is just a matter of honesty.
When designers create classes with unspecified abilities, they frequently introduce power curves dependent on game mastery that can upset game balance. In 3.X, the diversity of roles for each class allowed some classes to be good at anything and everything while other classes excelled at nothing. In short, a class that "Is what you make of it" often allows a great deal of divergence in power based on player decisions. Furthermore, there almost inevitably emerge a set of the most efficient and effective choices that make the adaptive or customizable qualities of the class rather pointless.
I'm not saying that I think every class has to be built with a specific role in mind, but that perhaps it's to the game's benefit that players are aware of the concepts that shape their efficacy and survival. To aid in that endeavor it's good to have a language of "roles" that many players are already quite aware of.
I think communicating ideas about roles, provided the system remains flexible on how you fill those roles, is helpful, especially for new players who probably are too unfamiliar with the world to realize things which would be common sense to their characters. A Rogue and a Wizard getting together for a treasure hunting operation are going to know that there are a lot of monsters out there which like to run up and try to tear your throat out and that they aren't going to last long in those conditions, and so they'd know they need someone with good armor who can slow down and distract those monsters while they do their work. Likewise, anyone going into life or death situations on a regular basis knows that they need to consider how they can respond to and recover from injuries.
That said, while filling the roles should be very flexible, the designers do need to keep them in mind when designing classes to make sure each class brings something to the party. A class doesn't need to be assigned a specific role, but if it can't help you fill any role, then it probably needs some work.
but that perhaps it's to the game's benefit that players are aware of the concepts that shape their efficacy and survival. To aid in that endeavor it's good to have a language of "roles" that many players are already quite aware of.
The class description already gives a pretty good idea of what its strengths and weaknesses are. There's absolutely no reason to tack on a pointless mechanic that further pressures players into playing their character a specific way, when players already know what their characters are best at doing (because the class description says so).
Using "roles" as not just part of the language, but also as a fundamental game mechanic only pigeonholes the characters and forces the players to play them in a very linear fashion; It's one-dimensional gaming.
Also worth mentioning, the use of the word "role" as an actual game mechanic often confuses new players. They assume that's what it means to "role-play" or play a "role-playing game." Don't laugh...I've encountered it on many occasions (several times on this forum, actually).
When designers create classes with unspecified abilities, they frequently introduce power curves dependent on game mastery that can upset game balance. In 3.X, the diversity of roles for each class allowed some classes to be good at anything and everything while other classes excelled at nothing. In short, a class that "Is what you make of it" often allows a great deal of divergence in power based on player decisions. Furthermore, there almost inevitably emerge a set of the most efficient and effective choices that make the adaptive or customizable qualities of the class rather pointless.
What you are describing is more of an issue with game balance and has nothing really to do with the validity of making "roles" a fundamental (or mandatory) mechanic of the game.
I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.
Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.
This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).
The Basic boxed set contains:
Quick Start Rules A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms. Player's Handbook (Softcover, 125 pages) Features rules for playing the classic D&D races and classes all the way up to 20th level. Dungeon Master's Guide (Softcover, 125 pages) Includes the basic rules for dungeon masters.
Monster Manual (Softcover, 100 pages) Includes all the classic iconic monsters from D&D.
Introductory Adventure (Keep on the Borderlands) An introductory adventure for beginning players and DMs.
Also includes:
Character Sheets Reference Sheets Set of Dice
ExpertSet
A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:
Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.) Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.) Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)
Expansions
These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.)
Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book) Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book) Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book) The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)
A Million Hit Points of Light: Shedding Light on DamageShow
A Million Hit Points of Light: Shedding Light on Damage and Hit Points
In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...
What are hit points? The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.
So what exactly does it mean to "hit" with a successful attack roll, then? It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.
But the attack did 25 points of damage! Why did it only "graze" the target? Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.
Yeah, but what about "touch" attacks that rely on physical contact? Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.
If hit points and weapon damage don't always represent actual damage to the target, then what does it represent? Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.
Ok, but shouldn't armor reduce the amount of damage delivered from an attack? It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.
What about poison and other types of non-combat damage? Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.
If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages? Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.
What if my attack reduces the target to 0 or less hit points? If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.
Why are monsters killed immediately and not players? Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.
What if a character is wounded by poison or other types of non-physical damage? If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).
Ok. I get it...but what happens once a character is wounded? See below.
Damage and Dying
Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.
Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly.
Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.
If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.
Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.
Unharmed: 1 hp or more Wounded: 0 hp or less Incapacitated: -(Constitution) to -(Constitution+Level) Dead: Less than -(Constitution +Level)
Wounded When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.
Incapacitated Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).
If successful, the character remains dying, but their condition does not worsen.
If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.
Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.
Dead Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.
The error was in pre-determining what the role of each class was.
Exactly. Describing what a class excels at and what its weakness are will give any player a very good idea of how to play their character most effectively. There's no need to implement a rigid role system that obligates players to play their character that way.
I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.
Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.
This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).
The Basic boxed set contains:
Quick Start Rules A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms. Player's Handbook (Softcover, 125 pages) Features rules for playing the classic D&D races and classes all the way up to 20th level. Dungeon Master's Guide (Softcover, 125 pages) Includes the basic rules for dungeon masters.
Monster Manual (Softcover, 100 pages) Includes all the classic iconic monsters from D&D.
Introductory Adventure (Keep on the Borderlands) An introductory adventure for beginning players and DMs.
Also includes:
Character Sheets Reference Sheets Set of Dice
ExpertSet
A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:
Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.) Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.) Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)
Expansions
These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.)
Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book) Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book) Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book) The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)
A Million Hit Points of Light: Shedding Light on DamageShow
A Million Hit Points of Light: Shedding Light on Damage and Hit Points
In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...
What are hit points? The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.
So what exactly does it mean to "hit" with a successful attack roll, then? It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.
But the attack did 25 points of damage! Why did it only "graze" the target? Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.
Yeah, but what about "touch" attacks that rely on physical contact? Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.
If hit points and weapon damage don't always represent actual damage to the target, then what does it represent? Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.
Ok, but shouldn't armor reduce the amount of damage delivered from an attack? It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.
What about poison and other types of non-combat damage? Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.
If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages? Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.
What if my attack reduces the target to 0 or less hit points? If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.
Why are monsters killed immediately and not players? Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.
What if a character is wounded by poison or other types of non-physical damage? If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).
Ok. I get it...but what happens once a character is wounded? See below.
Damage and Dying
Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.
Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly.
Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.
If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.
Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.
Unharmed: 1 hp or more Wounded: 0 hp or less Incapacitated: -(Constitution) to -(Constitution+Level) Dead: Less than -(Constitution +Level)
Wounded When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.
Incapacitated Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).
If successful, the character remains dying, but their condition does not worsen.
If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.
Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.
Dead Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.