What's on your mind?
+ Log in or register to post
Results 1 to 10 of 69
Thread: D&D Next Q&A
Thursday, 2nd August, 2012, 07:10 PM #1
Novice (Lvl 1)
Thursday, 2nd August, 2012, 09:23 PM #2
Thaumaturgist (Lvl 9)
Hmm it was a interesting read, but I am not sure I understand things any better than I did before I read it.Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety.
Thursday, 2nd August, 2012, 10:24 PM #3
Spellbinder (Lvl 16)
My inference is:
The Adventure day is worth X amount of XP with can be broken into any number of segments. Each class feature with be given an XP value as well equal to the amount of XP of obstacles it should get rid off. Each class at each level will be then given a features whose daily usage deals with the expect XP of an adventuring day.
So a level 1 wizard spell is gets rid of 200 XP of obstacles a day. The recommended XP for an adventuring day is 1000 XP. So a 1st level wizard get 3 1st level spells to deal with about 600 XP and the at wills, theme, and background deals with the other 400 XP.My beard is hairy.
Friday, 3rd August, 2012, 03:36 PM #4
The Great Druid (Lvl 17)
Defeat in Detail - taking the enemy's force in small chunks.
To outline why it's a stupid idea, imagine there are two forces of warriors. Team A has 4 warriors who move as a single squad. Team B has 10 warriors all spread out.
All warriors are identical, attack simultaneously, do 1hp worth of damage, and then resolve attacks.
4 warriors vs 10. Who wins?
If the defending warriors control who takes the damage in a given fight. Team A's 4 warriors run up to the first enemy, do 4hp worth of damage to him, and take 1hp in reply. First warrior from Team B dead at the loss of 1hp on team A. If team A can spread the damage around equally, they can take 12 hp worth of damage (i.e. 12 enemy warriors) without losing a man.
If the inflicting warriors get to chose who takes the damage but people don't have to engage, with the best tactics I can work out, the 4 warriors take down 9.5 enemy warriors before dying. (See below for the workingsv- a warrior in brackets isn't fighting that round.)
It's even worse if the four are allowed to withdraw, rest up, and fight another day - they don't fight the battle against enemy four, and can finesse enemy eight by the almost healthy 3 attacking, then being reinforced by the two, then withdrawing the damaged one to finish off. So it's a crushing 7:0 victory (with four guys surviving on one health vs three on full).
Defeat in detail: one of the oldest and most effective tactics. And one that would be completely ignored by this method.
Friday, 3rd August, 2012, 03:44 PM #5
Guide (Lvl 11)
Everyone is weird, but those who are weird in the same way call themselves normal.
Friday, 3rd August, 2012, 04:33 PM #6
The Great Druid (Lvl 17)
Thursday, 2nd August, 2012, 10:29 PM #7
Lama (Lvl 13)
I fell asleep reading that. It was like listening to a politician speak to a reporter about policy i.e. give the most neutral, non specific answer you possibly can.
Did absolutely nothing to raise nor lower my expectations of 5e.
Friday, 3rd August, 2012, 12:13 AM #8
Grandfather of Assassins (Lvl 19)
- Join Date
- Mar 2002
- Read 0 Reviews
- Blog Entries
° Ignore FireLance
Seems fairly simple to me. An adventuring day is defined in terms of XP (as a proxy for the number and danger of the challenges encountered) instead of time.
So, if the "adventuring day" for a party of 1st-level PCs is 1000 XP, a DM who wants to enable his PCs to complete the adventure before taking a long rest would put no more than 1000 XP worth of monsters, traps and other challenges in the adventure.
If the DM starts by designing the adventure instead, the total number of XP would give an indication of how many long rests the PCs will likely need to take before completing the adventure. For example, the PCs will need to take one long rest in the middle of an adventure with 2000 XP.
It's basically replacing an encounter XP budget with an adventuring day XP budget.
However, this does not shed any light on how the DM can encourage the PCs to press on if they decide to use all their daily abilities early in the adventuring day before earning their XP "quota" for the day (the "15-minute workday" problem), apart from the obvious solution of having only a single encounter that uses up the entire XP budget for the adventuring day.
And I'm sure that people who don't like the system will uncharitably misconstrue it as one in which the PCs stop adventuring and rest once they have hit their XP "quota" for the adventuring day regardless of the state of their daily resources at that point.
Friday, 3rd August, 2012, 01:46 AM #9
Grandmaster of Flowers (Lvl 18)
I am still unsure that the 15 minute adventuring day is something that needs to be solved in the rulebook. I think at the table is a better place to solve it.
Friday, 3rd August, 2012, 04:02 AM #10
Greater Elemental (Lvl 23)
- Join Date
- Jan 2002
- Read 18 Reviews
- Blog Entries
° Ignore Morrus
Let's not make the mistake of equating "I personally do not have that issue" with "nobody in the world has that issue". 25 years ago, I had some pretty frickin' dire D&D games. I wish I hadn't grown 25 years older in the meantime, but it's not the fault of the 13 yr old kids picking up a D&D rulebook today.