What this playtest needs is a friggin' town.
LETS GET SOME HUB-BASED DESIGN UP IN THIS JUNK.
here you go:
NPCs for the Caves of Chaos D&D Next Playtest
What this playtest needs is a friggin' town.
LETS GET SOME HUB-BASED DESIGN UP IN THIS JUNK.
TwoSix said:Hub-towns? What, and turn 5e into a MMO?
jshaft37 said:here you go:
MMOs didn't invent the concept of "a safe place with interesting NPC's surrounded by wilderness and danger."
I come from 3E and, while still very combat heavy, this edition supported "other" parts of the game by having out of combat skills and spells which ,instead of being improved (which would have been necessary) were completely missing in 4E.
Yes. I think the reason people are talking a lot about combat is that the Caves of Chaos is a very hack-and-slashy adventure.
The D&D team considers combat to be one of the three "pillars" of the game, the other two being exploration and interaction. Already in the playtest rules there's a lot of non-combat-related stuff:
The Rogue's "commoner" background says he knows a skilled profession and can make a decent living off it (my rogue chose "poison-brewer" just to be a butt). He also has animal handling, commerce, and folklore skills.
The Cleric's "knight" background gives him skills in animal handling, diplomacy, religious lore, and heraldic lore. It also says he gets a free place to stay when he's in the jurisdiction of nobility who recognize his station.
There are a bunch of spells like comprehend languages, charm person, silence, grease, and the venerable command.
They're putting the combat stuff into themes and the non-combat stuff into backgrounds so they can't contaminate each other. Some classes may focus more on a certain pillar (fighters, naturally, are all about combat).
What this playtest needs is a friggin' town.
LETS GET SOME HUB-BASED DESIGN UP IN THIS JUNK.
The fact is, 4E had a great base skill system that wasn't mired in minutia and supported many game types just fine. 5E will too. 1E and 2E did too. You don't need tons of rules for role playing to be interesting and "tactical" where combat needs a lot more structure due to its nature. As said above, the playtest adventure is also basically just a dungeon romp and if this edition is the one to "unite the clans" then going to the most bloated skill system and adding to it is a bad idea.
Heck, 4E's skill system IS the middle ground.
The fact is, 4E had a great base skill system that wasn't mired in minutia and supported many game types just fine.