After reading this article about advanced rules and all the options they intend to give us ... wow, this is gonna be the best version of D&D ever, by far, hands down, holy ****. I mean critical hit tables, hit locations, rules for keeps etc etc etc... whatever your group wants, you can run it. This is the way D&D was always meant to be baby! Take my money and publish this sh*t now WOTC!!!!
For clarification' sake, the playtest rules consist solely of what will become d&d basic, right? That is, the final product will have far more (optional) depth and variety than what we're seeing at this point?
I considered that, but she finishes that sentence by talking about how 5e's simplicity allowed her to get a group together. That means the she has been unable to get a group together for years, because the previous editions were too complex. So, she hasn't played at all (not even as a DM) for years. At least, that's what she wrote. Here it is again" "I'll have to admit it's hard for me to compare directly because it's been years since I've been able to play (which is one of the great...
View full commentI considered that, but she finishes that sentence by talking about how 5e's simplicity allowed her to get a group together. That means the she has been unable to get a group together for years, because the previous editions were too complex.
So, she hasn't played at all (not even as a DM) for years. At least, that's what she wrote. Here it is again"
"I'll have to admit it's hard for me to compare directly because it's been years since I've been able to play (which is one of the great things about the playtest stuff being relatively simple, it was easy to get a group together to play it)." ~Dragonette
Their goal with 5e is to bring back players that aren't playing. If you are already a 4e customer, they could have just kept selling you splat books until the cows came home.
Reading my 4th Edition PHB from 4 years ago: "This is the 4th Edition of the DUNGEONS & DRAGONS game. It’s new. It’s exciting. It’s bright and shiny. It builds on what has gone before, and firmly establishes D&D for the next decade of play." So ... what's up? Why is WotC rewriting this franchise from the ground up ... again .... 6 years ahead of schedule?
"This is the 4th Edition of the DUNGEONS & DRAGONS game. It’s new. It’s exciting. It’s bright and shiny. It builds on what has gone before, and firmly establishes D&D for the next decade of
play."
So ... what's up? Why is WotC rewriting this franchise from the ground up ... again .... 6 years ahead of schedule?
As far as I'm concerned, there are two kinds of Save or Die mechanics. The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose...
View full commentAs far as I'm concerned, there are two kinds of Save or Die mechanics.
The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose the gloriously fast speed of resolution.
I think absolute hit point thresholds (like with Hold Person in the playtest), though, are *fantastic*. Two thresholds (say 10 hp and 50 hp) would lets you deathspell crowds of kobolds automatically, force a rival wizard to save or die, and have a dragon laugh it off every time, (as he should). The catch is that you have to discipline yourself not to use these abilities on PCs without making sure it has some mechanic to mitigate the effect. That means no randomly giving major demons no-warning deathspells that work on appropriately-leveled heroes. Looking at you, TSR and 3e. Monsters and NPCs exist only to suck and die, but players don't.
The real problem is attacks that kill or paralyze *PCs* in one hit with no warning. You could ditch them, but you're restricting yourself. Those *are* useful to two kinds of game. In a more gonzo game you might WANT PCs to die on a bad run of luck. Playing "Who got Gibbed the Hardest" is half the fun. And seventeen years of DMing has taught me that even if you run a less bloody game, the most dangerous form of this ability can create a lot of useful table drama and encourage players to come up with crazy schemes to evade it. but you need three things to keep it fair: the PCs absolutely *NEED* a warning, an avenue of escape, and a gimmick you can plan to avoid having to save (say, medusas and mirrors).
Save-or-die is a dangerous, but useful tool. Leave it in, but warn new DMs when you use it.
"The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense." Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage. For example: Medusa's Gaze Successful save: Negates Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points. I don't want to see...
View full comment"The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense."
Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage.
For example:
Medusa's Gaze
Successful save: Negates
Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points.
I don't want to see Medusa trying to chip away at PC hit points with a dagger or the snakes on her head. The gaze IS the key attack, and always should be.
I see worries that tracking expertise over the course of a long round could pull players out of the story. You could represent expertise dice WITH ACTUAL DICE. If you have 5d6 in XD, then stack 5 six-siders in front of you at the start of your turn. If you use 2 on attack, they go into the center of the table. You can then use the remaining 3 on parrying, attacks of opportunity, etc. This prevents the need to track anything in your head.
View full commentI see worries that tracking expertise over the course of a long round could pull players out of the story.
You could represent expertise dice WITH ACTUAL DICE.
If you have 5d6 in XD, then stack 5 six-siders in front of you at the start of your turn. If you use 2 on attack, they go into the center of the table. You can then use the remaining 3 on parrying, attacks of opportunity, etc.
This prevents the need to track anything in your head.
You could split XD into Expertise Dice and Damage Dice. When a player gains an XD according to currently rules, give fighters the choice to gain a "Damage Die" instead, that adds to every attack. Then get rid of Deadly Strike. This will let players differentiate between "Simple Fighter" and a fighter with a variety of combat options. Alternatively, replace XD with "Action Points", but still give fighters the choice between "one action point" and "one damage die" at key levels. Then,...
View full commentYou could split XD into Expertise Dice and Damage Dice.
When a player gains an XD according to currently rules, give fighters the choice to gain a "Damage Die" instead, that adds to every attack. Then get rid of Deadly Strike. This will let players differentiate between "Simple Fighter" and a fighter with a variety of combat options.
Alternatively, replace XD with "Action Points", but still give fighters the choice between "one action point" and "one damage die" at key levels. Then, keep Deadly Strike in but require TWO Action Points for each Damage Die. This way, Simple Fighters get an advantage in max damage, but "Complex Fighters" still have the option to throw their Action Points at damage if the other maneuvers available don't make a lot of sense in the current situation.