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Posted by: wrecan on Apr 11, 2013 at 09:29:54 AM
Over a month ago, I ran a poll designed to see what the community felt was an appropriate rate of progression for players in three areas: attack bonuses, skill checks, and saving throws. More than a hundred of you responded and now I am going to examine the responses.  You can discuss my evaluation in the comments below or in the related discussion thread

ATTACK BONUSES
More than a third of the respondents felt that attack bonuses should not appreciably scale.  However, an equal number felt there should be some scaling.  Of these, there was broad variation, but the median scaling appeared to be about +1 every 3 levels.  That would translate to level-based attack bonuses tapping out at +6 over a 20-level career, which is a slower progression than the slowest class-based...
Posted by: wrecan on Mar 5, 2013 at 11:46:09 AM
Please note I am repeating this discussion in the forums at this thread.  Feel free to leave comments below or join us in the discussion thread.

So there's been a lot of discussion about the concept of bounded accuracy -- the notion that there is no assumed improvement in attack rolls, skills, or defenses unless the character devotes character building resources to such improvement.  Thi was not true in any prior edition. I will call this phenomenon "assumed progression" as the term "bounded accuracy" tends to confuse.

In OD&D, BECMI, AD&D, and in 3e, every class got assumed progression in attack rolls and saving throws. In 3e, you also got regular improvement in some Ability scores. In 4e, this was assumed progression was extended to all ability checks (including skill...
Posted by: wrecan on Feb 23, 2013 at 11:39:48 AM
About a month ago, Mike Mearls, in a  Legends & Lore article, described the distinction between the Basic, Standard, and Advanced rules. In that article, he listed a variety of potential Advanced rules that might be included with the Standard Rules at initial release. I started a poll and a discussion thread in which I asked people to vote on which Advanced Rules they might use in a game. Although the poll is still open, the results have not changed in more than a week, so I think it is a good time to analyze the results.

Initially, I want to note that this poll is in no way scientific and should be taken for a huge grain of salt.  A litle less than a thousand people responded, which is a relatively small number compared to the 80,000 or so playtesters. Moreover, I have no...
Posted by: wrecan on Feb 11, 2013 at 11:27:50 AM
With the latest slew of Legends & Lore articles, we are finally getting a sense of how the game will be organized. There will be a basic, a standard, and an advanced version of the game. The advanced rules are further divided into "modules", which sit atop the standard rules without altering them, "dials", which alter the standard rules in predictable ways, and what I call "variants", which alter the standard rules in fundamental ways. For more than a year, the designers, and Mearls in particular, has been stating that it was too early to speculate about specific presenation of the game while they were still hammering out the details of the game engine. Now that the details of the game engine has been hammered out, let the speculation of presentation begin!

Here is how I would suggest...
Posted by: wrecan on Jan 19, 2013 at 11:45:26 AM
In a recent Legends & Lore article, Mike Mearls wrote the following:

"Simplify combat by removing extraneous options. We have 14 options in the rules now. The basic game needs only attack, cast a spell, disengage, hide, hustle, search, and use an item. I'd like the core rules boiled down to about 16 pages, not counting class-specific material."

Getting all the rules condensed to sixteen pages, and having that skeleton be strong enough to support a more advanced version of the game, is a tall order. However, since the playtest was announced, I realize I have been making several suggestions that can help keep the core rules balanced, short, and strong. I have gathered those suggestions here.


INITIATIVE
Abilities need to be relatively equal in utility. This allows you to design classes the rely...
Posted by: wrecan on Jan 12, 2013 at 07:01:47 PM
This is the tenth of my ten-part series of articles, in which I look at the Design & Development articles released in the early part of Fourth Edition. This article examines the articles penned by Andy Collins. Please feel free to add comments below, or in the related discussion thread.

Andy Collins was one of the lead designers for Fourth Edition, alongside Heinsoo and Wyatt. At the time of these articles, his title was "system design and development manager".  He co-authored Player's Handbook v.3.5, Races of Eberron, and Dungeon Master's Guide II.

Here are the other articles in the D&D Before series:

TABLE OF CONTENTS
1. Introduction
2. Mike Mearls and Jeremy Crawford
3. James Wyatt
4. Rob Heinsoo
5. Peter Schaefer
and Matthew Sernett
6. Bruce R. Cordell 
7. Chris Sims ...
Posted by: wrecan on Jan 6, 2013 at 08:07:17 AM
This is the ninth of my ten-part series of articles, in which I look at the Design & Development articles released in the early part of Fourth Edition. This article examines the articles penned by Stephen Radney-MacFarland. Please feel free to add comments below, or in the related discussion thread.

Stephen Radney-MacFarland worked (uncredited) on the 4e Monster Manual, Players Handbook, and Adventurers Vault 2. He authored a half-dozen of so magazine articles and the Save My Game series of articles from 4e's commencement until the series ended a year ago (which was well after he had been sacked by Wizards and began working for Paizo). But what really shaped this designer was the six years he worked as with the Organized Play group, specifically, Living Greyhawk,...
Posted by: wrecan on Dec 26, 2012 at 02:00:06 PM
This is the eighth of my ten-part series of articles, in which I look at the Design & Development articles released in the early part of Fourth Edition. This article examines the articles penned by Richard Baker and Logan Bonner. Please feel free to add comments below, or in the related discussion thread.

Richard Baker is the creator of worlds.  During his 20 year tenure at Wizards, he worked on possibly every major campaign world they created.  In 4e, he is credited with the Manual of the Planes, and the primary world building books for Gamma World, Dark Sun, and Eberron (as well as Martial Power 2). He authored the Nerathi Legends series of Dragon articles, detailing the known world on the Material Plane of 4e's Core World.  He also penned three Realmslore articles. ...
Posted by: wrecan on Dec 21, 2012 at 02:43:38 PM
This is the seventh of my ten-part series of articles, in which I look at the Design & Development articles released in the early part of Fourth Edition. This article examines the articles penned by Chris Sims.  Please feel free to add coments below, or in the related discussion thread.

Chris Sims is credited with two hard-cover supplements -- Martial Power and Monster Manual 2 -- and three adventures: Demon Queen's Enclave, Death's Reach, and Seekers of the Ashen Crown.  He has six Dungeon articles and authored the "Playing Races" and "Roll vs. Role" series of articles in Dragon (as well as many others).  

Here are the other articles in the D&D Before series:

TABLE OF CONTENTS
1. Introduction
2. Mike Mearls and Jeremy Crawford
3. James Wyatt
4. Rob Heinsoo
5. Peter Schaefer
...