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5 months ago ::
Feb 07, 2013 - 8:20AM
#1
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Date Joined:
Jun 22, 2007
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In this week's D&D Next Q&A, Rodney talks about barbarian rage, transitioning characters from basic to standard and weapon dice!
Trevor Kidd Community Manager
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5 months ago ::
Feb 07, 2013 - 8:31AM
#2
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Date Joined:
Jun 17, 2010
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I'm liking more and more the relationship between Basic and Standard. That they're the same game, only presented differently.
D&D Next = D&D: Quantum Edition
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5 months ago ::
Feb 07, 2013 - 8:52AM
#3
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I'm liking more and more the relationship between Basic and Standard. That they're the same game, only presented differently.
Exactly. It's basically starting off with a pre-gen character, and then being told "now you get to make your own choices." The rules are the same, it's just the level of choice you have. Which is fantastic.
Re: daily rages, makes sense, and it's a good point that in a fight that only lasts 3-4 rounds, raging is a bit overkill to do every time. It also explains why the Barbarian gets so many per-level abilities compared to a fighter, because their main schtick is more limited.
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5 months ago ::
Feb 07, 2013 - 9:17AM
#4
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Was the barbarian's rage mechanic always a per-day mechanic in internal playtesting? Could it be an encounter-based resource?
We wanted a barbarian going into a rage to feel like a big moment—like flicking on a light switch of awesomeness. To make it feel like that, the mechanical effect needed to be big and powerful, and as such it wasn’t something we wanted you to be doing infinitely—at least, not at low levels. The other side of that coin is that encounters in D&D Next aren’t usually intended to last that long, so basing anything—rage or beyond—on the encounter is a tricky proposition, because it can easily slide into being so frequent that it almost becomes at-will.
So the Barbarian con only rage as many times as once per battle by level 9? that's pretty much at-will. Yeah, this is one of those places where they need some requirement for the rage to kick in like bloodied, or a chance every time they get hit or hit an enemy or something interesting like that. Otherwise its just a daily martial resource that half the fan base will rail against and the other half won't like because its not unique. WotC: C+ Will "basic" version characters be upgradeable to "standard" version midway through a campaign?
Yes, that is the goal. We want the transition between basic and standard D&D to be as seamless as possible for players and Dungeon Masters alike; this means a DM who starts with the basic rules should also be able to transition to playing a more standard or advanced game if he or she chooses. Our hope is that if you start at the basic game and crave more customizability, you dig into the standard game and find that you simply have more choices and options for your character at that point, with no “conversion” required.
Nice idea, I wonder who thought of it first? Oh wait that would be me in my free game Aetherianica. Don't belive me, go check it out for yourself. WotC: F (keep your eyes on your own work). Will weapon damage dice be functionally the same as martial damage dice?
In some ways, yes; our goal is to use weapon dice as a part of the standard progression for martial-type characters. We’re also experimenting with some different presentations to make it clearer how they work. Additionally, we’re playtesting some mechanics for the fighter (and potentially the rogue) that let them do the things that maneuvers/skill tricks do now, without requiring you to pay for them with your damage dice.
Ok, so not only do they get massive damage, they will get free maneuvers? Yeah, So still going for Fighters are best at Fighting rather than Fighters are best at weapon and armor usage. WotC: C (Please review how basic math works).
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5 months ago ::
Feb 07, 2013 - 10:14AM
#5
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The whole fun thing about MDD is the ability to trade damage for tricks. If there is no trade, then it's pretty boring. Of course, boring may be the goal...
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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5 months ago ::
Feb 07, 2013 - 10:16AM
#6
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Date Joined:
Apr 10, 2009
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I assume that the logic is this:
They want to make the MDD use the weapon die rather than d6s.
If you just make them all into [W] the damage gets even greater than it is now - and they want to rein in the damage, not increase it.
So they have to have fewer dice to play with.
Taking away some of the dice limits their options for maneuvers etc.
So they have to have maneuvers, etc. which do not require the martial damage dice or they end up having too few options.
Personally - I like the idea I tossed up somewhere along the line: MDD use d6s - but for every point of strength bonus you can change one MDD to a [W] die instead. So high strength characters have an incentive to use big weapons - but they aren't all automatically [W] dice, all the time. (It also helps out the low [W] dagger fighters, etc. as their d6s aren't automatically all turned into d4s).
Carl
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5 months ago ::
Feb 07, 2013 - 10:20AM
#7
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Date Joined:
Jun 27, 2004
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I wouldn't mind the loss of dice-for-effect trades on all maneuvers if, perhaps, it was maintained as an option on most (or even just some) maneuvers.
So you'd have "Normal maneuver effect" and then "If you spend 1 die, get this; If you spend 2 dice, get this."
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(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
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5 months ago ::
Feb 07, 2013 - 10:21AM
#8
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- Forum Guide
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Date Joined:
Jun 23, 2005
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Q&A Haiku Time! Encounter rages?Next encounters are too shortPlease don't be angry. Basic v. Standard?Upgrading Basic PCsShould be quite seamless. Weapon damage dice?Like martial damage diceBut with more awsome!
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5 months ago ::
Feb 07, 2013 - 10:21AM
#9
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Date Joined:
Apr 10, 2009
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I wouldn't mind the loss of dice-for-effect trades on all maneuvers if, perhaps, it was maintained as an option on most (or even just some) maneuvers.
So you'd have "Normal maneuver effect" and then "If you spend 1 die, get this; If you spend 2 dice, get this."
I like this.
Carl
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5 months ago ::
Feb 07, 2013 - 10:24AM
#10
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Date Joined:
Jan 10, 2012
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This is the kind of mechanic that the Barbarian needs to solve the rage problem. 2e Viking Breserker To achieve a berserk state, the berserker must spend one round working himself into a frenzy, biting his shield, howling, et cetera. At the end of the round, the berserker must make a save v. death to reach the berserk state; otherwise, he may continue for up to ten rounds, saving at the end of each round. If he has not reached the berserk state before this, at the end of the tenth round of working, the berserk state is reached automatically. The berserk state automatically increases Strength by 2 points, or one "category" if 18, up to a maximum of 19; all strength effects including weight allowance, hit and damage bonuses, doors, bars & gates apply. The berserker also gains 2 hp per level added to the total hp during the frenzy, which are used before normal hp. AC also improves, base AC improving by 1 class per level to a best AC of 0. Armor class bonuses such as shield, magic, and dexterity still apply (achieving a better AC), but armor negates this benefit. The berserk state also confers a +2 bonus on saves v. charms and mind-based attacks. However, once the berserk state is reached, the character must enter melee immediately. He may choose his opponent, but if he holds back from battle for more than two rounds he loses the berserk state. Once an opponent is chosen, the berserker will not change opponents until the opponent is slain or flees beyond the berserker's ability to pursue. If the character retreats, he loses the berserk state immediately, including all benefits gained. The state will end whenever the berserker wishes it to, or at the end of number of rounds equal to the character's constitution. At the end of the berserk fury, the character must save v. death to avoid exhaustion. Exhaustion is manifested by strength five points below normal until the character has the opportunity to rest; it returns at the rate of one point per turn of rest. During this time of reduced strength, the character cannot become berserk again.
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