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Mike Mearls Discusses the First Round of Public D&D Next Playtests
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<blockquote data-quote="El Mahdi" data-source="post: 5930381" data-attributes="member: 59506"><p>That's not true. Clerics also have at-wills in the playtest document, and they've repeatedly said that Fighters and others will have some also...they just haven't gotten to them <em>YET</em> (combat maneuvers for Fighters, "Dirty Tricks" for Rogues, etc.)</p><p> </p><p></p><p> </p><p>I'm not tuxgeo or stormanu, but I have an opinion/answer to that question.</p><p> </p><p>I think it's changed significantly from a 4E skeleton, but it did start that way with parts of other editions added on. As the first playtests progressed (the Public Playtests...not the Open Playtests...and the Friends and Families Playtests), they distilled down which elements of 4E they wanted to keep and morphed them into forms that worked well with the other concepts they added (and those other concepts morphed also to work together). (...as seen here with the early playtest character sheets: <a href="http://www.enworld.org/forum/news/323976-early-versions-d-d-next-character-sheets.html#post5925766" target="_blank">http://www.enworld.org/forum/news/323976-early-versions-d-d-next-character-sheets.html#post5925766</a> ) However, I can still see that 4E skeleton in the background...but that is not a bad thing. I also see some 3E skeleton in there also, as well as mechanics that give it a 1E, 2E, and even BD&D vibe at times. Even though 4E wasn't my preferred edition, it had some brilliant innovations that I'm glad to see carried forward to 5E...even if it's just mostly in "concept" now, rather than mirrored mechanics. But overall, It definitely feels to me (for the most part) that they've definitely got a handle on the spirit of what was best in each edition, and are making a game that encompasses all of those concepts into a wonderfully workable whole. </p><p> </p><p>So far, I'm very impressed.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5930381, member: 59506"] That's not true. Clerics also have at-wills in the playtest document, and they've repeatedly said that Fighters and others will have some also...they just haven't gotten to them [I]YET[/I] (combat maneuvers for Fighters, "Dirty Tricks" for Rogues, etc.) I'm not tuxgeo or stormanu, but I have an opinion/answer to that question. I think it's changed significantly from a 4E skeleton, but it did start that way with parts of other editions added on. As the first playtests progressed (the Public Playtests...not the Open Playtests...and the Friends and Families Playtests), they distilled down which elements of 4E they wanted to keep and morphed them into forms that worked well with the other concepts they added (and those other concepts morphed also to work together). (...as seen here with the early playtest character sheets: [URL]http://www.enworld.org/forum/news/323976-early-versions-d-d-next-character-sheets.html#post5925766[/URL] ) However, I can still see that 4E skeleton in the background...but that is not a bad thing. I also see some 3E skeleton in there also, as well as mechanics that give it a 1E, 2E, and even BD&D vibe at times. Even though 4E wasn't my preferred edition, it had some brilliant innovations that I'm glad to see carried forward to 5E...even if it's just mostly in "concept" now, rather than mirrored mechanics. But overall, It definitely feels to me (for the most part) that they've definitely got a handle on the spirit of what was best in each edition, and are making a game that encompasses all of those concepts into a wonderfully workable whole. So far, I'm very impressed. B-) [/QUOTE]
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