Lists of what I am not allowing will be passed around the room.


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Remathilis

Legend
Because Next is supposedly being built as one massive options that you can add or take away anything you want. Prior editions weren't built for that, allowing a feat here and there is not the same thing.

[ame="http://www.amazon.com/Players-Option-Advanced-Dungeons-Rulebook/dp/0786901497"]* Cough *[/ame]
[ame="http://www.amazon.com/Players-Option-Advanced-Dungeons-Rulebook/dp/0786900962/ref=pd_sim_b_4"]* Cough *[/ame]
[ame="http://www.amazon.com/Players-Option-Advanced-Dungeons-Printing/dp/0786903945"]* Cough *[/ame]
 


Remathilis

Legend
Not the same thing.

The core of D&D Next is supposed to be comprised of options.

A list of options found in the Players Handbook (2nd edition)

[sblock]Optional Rules in the 2e PHB
The default method of generating ability scores is Method I: 3d6 in order. The other five methods (II through VI, including the classic V: roll 4d6/drop lowest) are included.

Maximum Number of Spells by Intelligence: Yes, the cap on learning spells IS optional. Without this rule, wizards can learn any number of spells per level.

Subclasses: A short note in the beginning of the classes’ chapter reminds us that paladin, ranger, bard, druid, and illusionist (as well as “other”) are in fact optional.

I’m confused on how “optional” weapon specialization for fighters actually is; its spelled out in the fighter section as a class feature (without reference to proficiencies, see below) but clearly requires them in its execution.

While Specialist wizards are listed as just another class option (with illusionist spelled out as an example) Priests of Specific Mythoi (PoSM) are described as totally DM fiat. Perhaps it’s because they aren’t spelled out, guidelines are merely given and an example (druid) is given. I could argue even if you allow other sub-classes, PoSM’s could still totally be optional. Regardless, I’d probably still argue that if your allowing in bard, ranger, and paladin, illusionist and druid should be included even if you don’t allow specialist wizards of PoSMs.

The rules for high level marks noticing thieves attempting to pick pocket is labeled as optional.

All rules for proficiencies (chapter 5) are optional. A game without weapon proficiencies simply grants proficiency to all weapons a class can use rather than choosing specific weapons (akin to basic or 3e). Both non-weapon proficiencies and secondary skills are entirely optional.

Encumbrance is optional, though the DM is still encouraged to use common sense. Specific weight and its effect on movement (either basic or specific) are optional. Note the maximum press and weight allowance scores (by Strength) are NOT optional, they merely reflect when the PC is overladen and what is his absolute limit.

Spell Components (Verbal, Somatic, and Material) are optional. Without them, a caster must merely speak and gesture, but the specific mixture (such as teleport being V only) or interactions (all spells are shut down with a silence spell) are not relevant. Material components are particularly called out, as no spell has an M component with them other than those that are needed for the spell to function (magic font or enchant an item).

Weapon Type (Pierce, Slash, and Bludgeoning) vs. Armor is optional. Good thing, since I’ve never seen it used.
Initiative has so many optional rules that its ridiculous. Standard AD&D initiative is two rolls, the PCs (one person rolling for them) vs. the DM (rolling the other side) and lowest wins. Only a handful of modifiers apply (spelled out on the Standard Modifiers table). In addition, two optional systems are given: group (one roll, but all optional modifiers are added) and individual (everyone rolls, adds optional modifiers). Note that Weapon Speed and Casting Time are both listed as optional here.

Weapon Speed gets called out separately as well to explain its inclusion on the optional modifiers table, as well as giving an optional rule to reduce SF on magic weapons.

Parrying (giving up a round to gain an AC bonus) is an optional rule.

Jogging and Running Speeds (with specific modifiers, x2, x3, x4, etc and Constitution checks) is an optional rule. Without it, a jogger and his hunter roll initiative, and if the jogger wins, he puts 10 times the difference in the two initiative rolls in feet between them.

Optional DMG rules
Some of the optional combat rules (like the initiative ones) are repeated and not included below.

While level limits are not optional, two optional rules are included. The first is to allow races to advance beyond their level limit but require higher costs of XP (x2 or x3) to do so. The Second grants a bonus to the level limit based on the player’s prime requisite (using the lowest rec).

Rules of creating new classes are clearly labeled as optional.

Traits for Horse quality are optional.

Armor made out of unusual metal (such as iron, gold, or adamantine) is optional.

Three Optional rules for wizard’s starting spells are given, but none are listed as default (For what it’s worth, “let the player pick” is first one listed).

Determing Spell Components for new spells and Researching new spells (to overcome the max/spells limit) are both called out as optional, due to the fact they’re additions to optional rules themselves.

Individual XP awards (for clever ideas, proper class play, etc) are optional. Under the default rules, the only XP a DM must grant is that for fighting monsters and achieving story objectives. (A hidden footnote recalls the 1 xp for 1 gp rule, but labels this as optional too).

Training to gain new levels is Optional.

An old 1e rule that fighters get their level in attacks vs. monsters of 1-1 HD or less is listed as an option.

Rules for pole arms and weapon frontage (aka pole-arms attack in one direction only) and shields only covering front and flank side are listed as optional.

Critical Hits and Fumbles are both optional (and so much fun.)

Specific Injuries are called out in a sidebar, but no specific rules are given.

Hovering at Death’s Door (aka -10 rule) is an option. Under core, 0 = dead.

Rules of Arial Combat (like facing and Manuverability class) are all optional.

Artifacts and Relics are Optional Rules (as are the rules to create them).

Infravision tracking heat readings (vs just being nightvision) and all the complications that go with it is optional.

Terrain affecting movement rates is optional, believe it or not.

Specific Command Words for Rods, Staves, and Wands are optional.[/sblock]
 

Morrus

Well, that was fun
Staff member
Your not getting what is being said. Apparently the game is being designed as one big option and those options aren't going to be for everyone, which the design of the game will be taking into account.

The options that Next will be presenting will not be for everyone, like the game is built for someone to make their own edition out of.

So in short, I will have to go through the game and decide which of those options I want to leave out and make sure I get that info to my players before each game.

What does that even mean? "One big option"?

They've given you a small selection of rules they want you to playtest and feedback on. They can use that information to decide whether to keep, remove, or change those rules.

In a month or two, they'll give you some more rules they want you to playtest and feedback on. And so on.

"I decided not to playtest those rules you asked me to playtest" is not feedback. Unless "please ignore my input" counts as feedback.

Like I said, if you're opting not to playtest, nobody can stop you. But it seems weird pretending to yourself that you're play testing D&D Next when you're not; you're playtesting your own house rules.

Have you taken the survey? If you do, it will become apparent that in order to answer the questions, you need to have playtested the rules that you, as a signed up playtester, were given to playtest.

It's like not voting in an election, then complaining the wrong guy won.
 
Last edited:


ForeverSlayer

Banned
Banned
What does that even mean? "One big option"?

They've given you a small selection of rules they want you to playtest and feedback on. They can use that information to decide whether to keep, remove, or change those rules.

In a month or two, they'll give you some more rules they want you to playtest and feedback on. And so on.

"I decided not to playtest those rules you asked me to playtest" is not feedback. Unless "please ignore my input" counts as feedback.

Like I said, if you're opting not to playtest, nobody can stop you. But it seems weird pretending to yourself that you're play testing D&D Next when you're not; you're playtesting your own house rules.

Have you taken the survey? If you do, it will become apparent that in order to answer the questions, you need to have playtested the rules that you, as a signed up playtester, were given to playtest.

It's like not voting in an election, then complaining the wrong guy won.

Come again? I've already playtested the rules so I'm not sure what you are talking about.

"One big option" means that everything, down to the core, is supposed to be optional. If you want Next to be more like 4th edition then you will have options that you add or remove. If you want more of a 3rd edition feel then the same thing.

D&D Next equals build your own edition.
 

Morrus

Well, that was fun
Staff member
Come again? I've already playtested the rules so I'm not sure what you are talking about.

Then I apologise. I understood from your posts that your intention was to not playtest the rules as given. If that's not the case, then I misunderstood you. You didn't give any hint that you'd actually playtests the rules - or if you did, I somehow completely missed that bit of information. My mistake, I'm sure.

"One big option" means that everything, down to the core, is supposed to be optional. If you want Next to be more like 4th edition then you will have options that you add or remove. If you want more of a 3rd edition feel then the same thing.

D&D Next equals build your own edition.

Not quite. The core will be core. There will be a number of optional "bolt on" modules to that core. What you've seen so far is pretty much core stuff, though the traits and backgrounds are not core.
 

Nellisir

Hero
Your not getting what is being said. Apparently the game is being designed as one big option and those options aren't going to be for everyone, which the design of the game will be taking into account.

The options that Next will be presenting will not be for everyone, like the game is built for someone to make their own edition out of.

So in short, I will have to go through the game and decide which of those options I want to leave out and make sure I get that info to my players before each game.

So...you're complaining that D&DN has optional parts? And that you have to decide whether or not to include the optional parts? And this is an undue burden on you?

Simple solution. For you, and you alone, WotC is willing to make the entire canon of Dungeons & Dragons Next -mandatory-.

Problem solved. Sleep well!
 

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