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Thread: Another D&D Next Playtest Survey
Wednesday, 18th July, 2012, 08:49 PM #1
Hydra (Lvl 25)
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° Block Morrus
Another D&D Next Playtest Survey
WotC has just sent out details for another official playtest survey; this one dealing with wizards and clerics.
We hope you have been enjoying the materials we have provided so far in the Dungeons & Dragons« Next playtest. At this stage in the process, we are eager to hear your thoughts on which spells are essential to D&D wizards and clerics.
Please click the link below to complete the second D&D playtest survey, administered by SurveyGizmo. The survey begins on July 18, 2012, and you can provide your feedback anytime thereafter, until the playtest officially ends. The D&D team will review the results and use the feedback to help inform our efforts.
Give Your Feedback
Please don't close your browser before finishing the survey, as you won't be able to get back in to complete it.
We also have a host of activities at Gen Con 2012 related to the D&D Next playtest, which you may be interested in. Even if you aren’t attending the convention, our keynote address and seminars will be made available after the show on our web site. For information on our Gen Con activities, visit DungeonsandDragons.com/events.
Thanks in advance for your participation. We're excited to hear from you!
-The D&D Team
Last edited by Morrus; Wednesday, 18th July, 2012 at 08:59 PM.
Wednesday, 18th July, 2012, 09:10 PM #2
Thaumaturgist (Lvl 9)
Interesting that they are looking for iconic spells.Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety.
Wednesday, 18th July, 2012, 09:22 PM #3
The Grand Druid (Lvl 20)
That survey was... exhaustive.
It felt very 3e-centric in regards to spell names. Although my memory is fuzzy in terms of the spell name changes between 2e and 3e and between 3.0e and 3.5e.
I'm not sure of the point of this survey. Any spell than has been in >2.5 editions should probably be updated and in the Core book. We don't need a repeat of 4e where iconic and recognisable Name elements are held back for four years.
It might be a bar-setting exercise. Find out what the community thinks are the coolest and most memorable spells of each level and make those the best. Use them to set the power curve or magic and establish the benchmarks. The easy example is fireball: if you want to deal AoE damage that's the gold standard.
Thursday, 19th July, 2012, 05:25 PM #4
Scout (Lvl 6)
Thursday, 19th July, 2012, 07:43 PM #5
Magsman (Lvl 14)
One of my notes for the wizard spells was that I didn't find damage only spells to be all that memorable over all. I want spells to do something more. When I cast a fireball, I want to see people tossed around and knocked on their asses, when I zap someone with a lightning bolt, I want to see them fly through the air and slam into the nearest wall. NdX damage, save for half is just completely boring to me.
Therefore, I have much fonder memories with spells like Grease, Glitterdust, Thunderwave, Icy Rays, Visions of Averice, and Bigby's Hand spells, than spells like Magic Missile, Scorching Burst and Fireball.Warning: This post may contain sarcasm.
Thursday, 19th July, 2012, 09:03 PM #6
Magsman (Lvl 14)
Thursday, 19th July, 2012, 10:22 PM #7
Scout (Lvl 6)
YMMV. I mostly just wanted to torment them with (force) lightning, set them alight with balls of fire, ash them with disintegrate, or Wrack then with pain. You ever plainshift a guy to the Positive Energy realm right after telling he better start cutting himself with his sword....knowing he'll be doing it for the rest of eternity???
My favorite spells were the ones I could ONLY cast on my CE cleric.
Last edited by Sorrowdusk; Thursday, 19th July, 2012 at 10:31 PM.Campaign Solvers-http://forum.rpg.net/showpost.php?p=10818013&postcount=30
Wednesday, 18th July, 2012, 09:22 PM #8
Myrmidon (Lvl 10)
I found this to be a frustrating exercise. There are some iconic spells--sleep, fireball, cure light wounds, heal, etc. But there are lots of iconic categories of powers--illusion, summoning, healing, and so forth. I really don't care if Lesser Planar Binding or Major Image are on the spell lists. But I care a lot about summoning and illusion categories of powers being well represented in the wizard class's spells.Storyhour plugs: Aphonion Tales, a storyhour that I write (mostly) about a campaign in which I'm a player.
The Journals of Konrad Jagger, Licensed Diabolist, a storyhour I write set in the same world as Aphonion Tales, but about different characters.
Orichalcum's Way Cool Roman Storyhour, in which I'm a player.
Welcome to the Halmae, a nifty storyhour about a campaign for which I occasionally Council of Evil.
Wednesday, 18th July, 2012, 09:34 PM #9
Spellbinder (Lvl 16)
It is tough to go back and forth between what individual spells matter, and what overall categories of magic need to be there. I tried to represent the latter. I also found the names 3e-centric.
At least it seems like they have some interest in doing it right this time."Clear Eyes, Full Hearts, Can't Lose"
Wednesday, 18th July, 2012, 09:40 PM #10
Guide (Lvl 11)
I had the experience of realising that the iconic spells in my head were usually the ones I either always cast or had amusing stories associated with them in game. Like Stone Shape for instance, probably not iconic to most, but to me it saved our lives once in a dungeon where we abused the spell definition to form a giant spike to drop on the bad guy's head.
I commented on nearly every section, trying to say why I didn't pick certain things. Particularly why I chose lots of damage spells, even though I don't think that's all Wizards should do. Similarly for Clerics, who have far fewer iconic spells I think, and those like Flame Strike and Blade Barrier probably shouldn't be for every Cleric.
I created a thread a while back discussing this - they have a good chance to redefine everything about magic. Schools, types, damages, durations, saves, keywords, effects, power levels, the lot. They should rebuild from scratch, because, most of all, that list reminded me how the D&D spell list was grown organically from how O/1/2e functioned, and the game doesn't function like that any more.Everyone is weird, but those who are weird in the same way call themselves normal.
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