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6 months ago ::
Nov 23, 2012 - 6:27AM
#21
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Date Joined:
Nov 17, 2003
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I for example also have always wondered why a barbarian can't intimidate as good as a bard does, though his appearance should be more intimidating by default. Yet the skill relies on charisma and charisma is more than often a dump stat for barbarians, who give more attention to strength, constitution and dexterity, simply because they are in bigger need of all their physical abilities. They need to hit and damage well, they need to have good hitpoints and they need a good armor class even with light/medium armor. No big room for mental abilities then. Though is charisma actually a mental ability?
The current playtest has fixed this issue for you with skills decoupled from ability scores.
When the barbarian flexes his bulging bicepts and bellows a mighty roar to intimidate the goblin, DM calls for a Strength check. When the barbarian stabs his hand with a dagger, drinks the blood, and grimaces "you want summa this?!" then the DM calls for a Constitution check. When the rogue does a flashy swish-swish with the rapier then the DM calls for a Dexterity check. When the wizard crackles magical energies in her hands the DM calls for a Intelligence check. When the cleric threatens with the eternal doom of the gods then the DM calls for a Wisdom check.
Or, if the PC is more Charisma focused, then any of these can be a Charisma check.
Decoupling skills from ability scores and lack of a hard framework in how they are to be applied melts away many of the problems the OP has with ability scores.
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6 months ago ::
Nov 23, 2012 - 6:55AM
#22
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Date Joined:
Oct 30, 2012
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There are a few other sacred cows I'd be happy to slaughter and grill, but that's not really the point. The point is that D&D as a franchise is weighted down by four decades of bad design. So many of the decisions made back in the day were just plain bad decisions, and we've been slowly winnowing them out as we learned and the hobby as a whole developed. But by now, many of them have the weight of tradition behind them and cannot be changed without a backlash. Now, the fanbase is torn between people who want to move forward and people who want to move back, and those two things cannot be made compatible. Anyone who thinks 4e fans can be satisfied by a tactical rules model doesn't understand 4e. For all its flaws - and believe me, I can and have gone on for pages about its flaws - it was so much more than that. It was about an attempt to balance classes in combat and across levels, about math that worked, hit points as an encounter resource, ending the 5mwd swing (at least the class disparity part of it, failed to fix the other half but not the point), about reducing trap options, ending dead levels, ... And avowedly taking as your starting point an an attempt to distill the essential traditions of D&D (aka, the most sacred of its antiquated cows) doesn't inspire the new generation with hope for the future.
People put a lot of stock in modules, but even as a concept they have limits - as a practical matter they are unlikely to even stretch those limits. People who like their first level fighter to be one-shottable cannot play at the same table as people who don't. People who like hit points as an encounter resource cannot play at the same table as people who don't. It does in fact affect the rest of the table's experience and potentially enjoyment when a vancian wizard trounces what was meant to be a tough encounter by blowing his save or suck spells, then asks to rest because let's face it, spamming ray of frost is not a fun or helpful way of getting through even a 4th level encounter when the fighter's doing more damage than that on a miss. Or when a rogue completely shuts everyone else out of 2/3s of the game because anything you can do, he can do better. Or when a fighter trivializes a climactic encounter with a BBEG fire giant because he can, with relatively low rolls, at-will, disarm him (mighty exhertion). You can't fix an 8x1 fighter/wizard durability gap with a module without either super-powering the wizard or nerfing the fighter (although perhaps the fighter deserves to be nerfed, it still doesn't help the unnerfed fighter and the nerfed fighter play at the same table because "modules"). Nor can you fix fighters being useless in the interaction pillar or rogues being useless in the combat pillar without completely reworking the entire PHB, or just letting fighters rule the world with the same iron fist wizards used to.
But even beyond the limits of what modules can do to unite players at a given table, there are practical limits to what they can do across tables. A module that allows one to play an at-will or encounter-based wizard (and I don't mean non-scaling at-wills plus one encounter spell from your tradition) would have to rewrite fair chunks of the spell list to remain interesting and balanced (especially if the core wizard is maxing out at 2 spells/spell level). A tactical module that doesn't come with a whole suite of powers designed to interact with positioning the way 4e did is going to be a waste of everyone's time (we don't just want to push people around the grid because we like fondling minis, we want those pushes to have tactically meaningful consequences, and flanking isn't half way to being enough). A module that actually allows clerics to be something other than a healbot without ruining a party's long term durability (and no, HD don't fix that, you need at the very least to have cure spells pulling from a different resource pool than offensive spells) is also going to require a pretty serious reworking (you don't want to just cut their spell pool in half, since the whole point is to actually give them more spell slots that don't have to be spent on healing, and making a change like this to what is effectively a party resource as opposed to a player resource can have far reaching repercussions on the whole table). And then there's the problem that any time you come within 10' of something that even smells like 4e, certain subsets of the fanbase throw a fit and run away without even giving serious consideration to whether it's a good thing, it's just "not D&D" or "too WoW" (I'm not accusing anyone in particular, and there are people who turn their noses up at 4e style mechanics for legitimate playstyle reasons so feel free to assume I put you in that category, but I have seen this). So I don't have high hopes that even if a module comes out that does what I want it to do, that does it well, and that does it in a way that lets me play my way while the guy next to me plays his way without interfering with one another, that modules will actually succeed at uniting fans of different editions. Add to all these difficulties the fact that, since the announcement of Next, the designers have never once hinted that they even understand what 4e fans wanted out of next (hint, it's not just a handful of fighter maneuvers and some at-will spells that become useless two levels in), and I'm seeing next to zero chance that 5e will be a game I want to play. I'll keep looking, and giving feedback, and hoping they'll listen, but I'm not optimistic.
But more than that, they're already killing what chance they had of uniting the editions. "It's only a playtest" only gets you so far as an excuse. I keep coming here in ever dwindling hope, but the sand is trickling out of the hourglass. I know at least 20 people who play D&D/OGL games regularly. Not one of them is at all interested in the playtest, because not one of them thinks it has anything to offer them in its current format. Maybe this is short sighted of them, but that's not the point. The point is, they aren't playtesting. That means WotC isn't getting their feedback, so WotC isn't hearing what they want out of the game, and therefore isn't going to give it to them. And even if WotC did give it to them it would be too late because they've already given up on Next. I recognize what a monumental undertaking the public playtest is, I really do. But by the time they've hammered out the core, even if it is a good one and even if it is possible to add modules to achieve any play style, they'll have already chased away a good chunk of their potential customers.
+1
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6 months ago ::
Nov 23, 2012 - 7:21AM
#23
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Date Joined:
Jul 17, 2003
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I know our group has been completely driven off from Next. I couldn't get anyone to give the latest iteration a try. Instead we're now focusing on house rules to fix what we feel are the holes in 4E to make it fit our playstyle better.
We aren't interested in going back to previous versions of D&D. We abandoned each of the previous editions for other game systems for a reason and we came back to new editions of D&D because of the advancements in design that had been made.
The fact is the rest of our group has decided that starting a Rifts campaign is a better use of their free time than testing Next. When you're losing your potential audience to RIFTS then you have a real problem.
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6 months ago ::
Nov 23, 2012 - 7:31AM
#24
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Date Joined:
Jan 29, 2005
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I know our group has been completely driven off from Next. I couldn't get anyone to give the latest iteration a try. Instead we're now focusing on house rules to fix what we feel are the holes in 4E to make it fit our playstyle better. We aren't interested in going back to previous versions of D&D. We abandoned each of the previous editions for other game systems for a reason and we came back to new editions of D&D because of the advancements in design that had been made. The fact is the rest of our group has decided that starting a Rifts campaign is a better use of their free time than testing Next. When you're losing your potential audience to RIFTS then you have a real problem.
I started in this hobby with Palladium, and I couldn't agree with your last statement any more.
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6 months ago ::
Nov 23, 2012 - 7:40AM
#25
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Date Joined:
May 25, 2012
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Yes, you could dump many of D&D's essential concepts and design a new game, from scratch.
It wouldn't be D&D any more, by definition. And since other companies are already doing that, you'd be throwing away the one thing D&D has over its competitors in the marketplace: brand recognition.
So no.
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6 months ago ::
Nov 23, 2012 - 7:52AM
#26
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Date Joined:
Jul 29, 2012
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Why not have a easy wizard?
That would be the one in the 1st playtest packet (the best packet so far), as of the last packet the classes are a tad scattered (the wizard is a mess, IMO).
Uh, no the first Wizard was still a vancian mess.
Uh (hate when people type things like "uh", so lame and transparent...), yes, how was it a mess?
Pretty clear to me, not this shrouded AEDU business in the latest incarnation.
Seems they are folding...
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6 months ago ::
Nov 23, 2012 - 7:58AM
#27
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Decoupling skills from ability scores and lack of a hard framework in how they are to be applied melts away many of the problems the OP has with ability scores.
Actually, it doesn't. While it helps, I wrote my post with that in mind. Even decoupled, you're looking at one of two situations, either ability checks are applied to skills in a way that largely makes sense, which does still limit it somewhat so that you can't say use Strength for every check, or they let you use any stat for any check, in which case the whole meaning is lost and you might as well just have a single stat.
My real problem with the scores is what they do aside from skill checks, their mechanical interaction, and the severe lack of balance between those interactions.
Yes, you could dump many of D&D's essential concepts and design a new game, from scratch. It wouldn't be D&D any more, by definition. And since other companies are already doing that, you'd be throwing away the one thing D&D has over its competitors in the marketplace: brand recognition. So no.
Oh look, it's you.
If you're so hung up on D&D looking and feeling exactly as it has for decades, why do you even post here, seriously? I thought the whole point of D&D Next was to make it better, not stagnate. With people like you around, this edition would be better named D&D Old, because you don't seem to at all understand what innovation or growth mean. If all you can ever say is you "like how it was, change it back", then I'd suggest you stay out of my threads, for both our sake, because you'll get none of that, and I've grown tired of your "tradition is best" arguments.
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6 months ago ::
Nov 23, 2012 - 8:05AM
#28
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Date Joined:
Sep 17, 2004
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Yes, you could dump many of D&D's essential concepts and design a new game, from scratch. It wouldn't be D&D any more, by definition. And since other companies are already doing that, you'd be throwing away the one thing D&D has over its competitors in the marketplace: brand recognition. So no.
Oh look, it's you.
If you're so hung up on D&D looking and feeling exactly as it has for decades, why do you even post here, seriously? I thought the whole point of D&D Next was to make it better, not stagnate. With people like you around, this edition would be better named D&D Old, because you don't seem to at all understand what innovation or growth mean. If all you can ever say is you "like how it was, change it back", then I'd suggest you stay out of my threads, for both our sake, because you'll get none of that, and I've grown tired of your "tradition is best" arguments.
The last time DnD did that, it splintered the fanbase and caused the massive cluster**** that spawned Pathfinder. The entire point of 5e is that they're trying to reunify the fanbase.
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6 months ago ::
Nov 23, 2012 - 8:11AM
#29
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Date Joined:
Jun 21, 2012
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Kadim: I don't want a rehash of 4e - I want a good system with innovative mechanics that appeals to the masses. If that means aedu for all classes fine. But, more likely, it involves making new and interesting decisions - and risky ones. Things like redefining character creation. Things like redefining classes to design to allow balance as an option. If that includes things from 1-4e, good.
I don't think anyone actually wants 4e all over again. Quite the opposite; if that was true they'd be selling more 4e stuff and not making a new edition. But I can't help but notice that these kinds of threads (which are generally fairly derisive and often read like the person is venting off steam) basically suggest another look at 4e. I don't think 4e should be discarded, but I would love to see some new things suggested that do the things that people like about 4e and integrate with the system we've got in front of us. And I agree that there are many characteristics of the game that are recognisable as peculiar to D&D - which is good because it makes the game unique. I'm not saying it doesn't brook improvement, but it means that it's in the interests of the brand to keep things recognisable. If the stated aim is to catch the spirit of all editions of D&D, then 4e's going to have a voice in the end product. However, that voice will be proportional to the representation it's had in the past 40 years (basically 10% of it) and that's just assuming they aim to make sure each concept is present proportionally. If the attempt is instead to give each edition equal representation in the rules, then you're looking at 25% - perhaps 33% if you make AD&D one big edition. Point is, the stated goal automatically places 4e fans at a disadvantage.
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6 months ago ::
Nov 23, 2012 - 8:22AM
#30
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Date Joined:
Jul 17, 2003
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It wouldn't be D&D any more, by definition. And since other companies are already doing that, you'd be throwing away the one thing D&D has over its competitors in the marketplace: brand recognition.
I think you're making a presumption as to just how much of D&D's mechanics are actually required for brand recognition when probably 90%+ of the US population thinks that "D&D" and "roleplaying" are the same thing.
The modern Corvette is vastly different from the 1953 original and yet both enjoy the brand recognition of being a Corvette.
Frankly, so long as the game has adventurers going through dungeons fighting monsters (including dragons) I think the vast majority of those who aren't already grognards (including the 4E variety) are going to think "yup, that's D&D... it says so right on the label."
There will always be car enthusiasts who insist that [insert make and model here] from three decades ago was the pinnacle of automotive design. That doesn't mean their pinnacle of design won't be blown out of the water by its modern equivalent in every single aspect.
The same goes for RPG design (which has advanced considerably in the past couple of decades). Frankly, D&D needs to have some ergonomics and best practices-style overhauls done to it if it has any hope of surviving in the modern multimedia jungle of today's entertainment options.
I am of the personal opinion that 4E's biggest problem is that it did not go far enough in terms of killing off needless sacred cows (indeed, some of the internal bits that have come out are that they did indeed hold back in order to not alienate the grognards quite so much) and that if you want to get real mass market appeal for the game it needs to go even further in the direction of using the same design principles that major video game producers use for their products (i.e. ergonomic evaluations, focus groups, best practices reviews, et cetera) and not trying to recapture a past that has long since vanished outside of the RPG equivalent of classic car collectors (an extremely niche market).
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