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So the playtest is out: What do you think? The EN World poll!
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<blockquote data-quote="scourger" data-source="post: 5926179" data-attributes="member: 12328"><p>I like it, and I think WotC is on the right track. The idea that checks, skills & saves are all essentially ability-based is a great simplification of those rules. Feats seem to be folded into class & background features now (a simplification of 3e). I like the dis/advantage system, but I also like the idea of rolling more dice instead of fewer dice; and I like that the mechanic applies to several different things. It seems like they have streamlined everything but conditions. And, turn undead seems weaker now. But I have no problem with it or magic missile being at-will powers (to use the 4e terms). </p><p></p><p>My favorite edition is 3e, but it gets too complicated to run after a few levels. I used d20 for a short-lived game of D&D Minis with its campaign rules, and I like converting it to other genres which usually streamlines things--especially when magic is removed--but then it just doesn't feel like D&D anymore. I played everything else back to Basic, but I skipped 4e almost entirely (although I liked Gamma World). The new edition has the hallmarks of a great game in the making. Perhaps the designers can come up with one edition to rule them all--as it were. A good benchmark is that any character or foe should be fully playable at any level with one sheet of paper, front & back as necessary. More options for players is great (fine granularity), but a DM needs fewer things to track rather than more (coarse granularity). </p><p></p><p>The resurrection of the Caves of Chaos is a nice touch, too. The playtest packet could be a good basic game with some maps & counters. </p><p></p><p>I even put out a playtest call to my group. It remains to be seen if we will actually do it as our record on playtesting is even worse than our recent history with D&D, but I would like to do it. Since I won't have very many players, I will probably give them a few human henchmen or beserker allies to round out their numbers--a concept stolen from Savage Worlds but it works and it was part of many editions of D&D too.</p><p></p><p>The one thing I will change is initiative. I'm too spoiled by the card-based initiative from Savage Worlds. I'm not sure about surprise yet, either.</p></blockquote><p></p>
[QUOTE="scourger, post: 5926179, member: 12328"] I like it, and I think WotC is on the right track. The idea that checks, skills & saves are all essentially ability-based is a great simplification of those rules. Feats seem to be folded into class & background features now (a simplification of 3e). I like the dis/advantage system, but I also like the idea of rolling more dice instead of fewer dice; and I like that the mechanic applies to several different things. It seems like they have streamlined everything but conditions. And, turn undead seems weaker now. But I have no problem with it or magic missile being at-will powers (to use the 4e terms). My favorite edition is 3e, but it gets too complicated to run after a few levels. I used d20 for a short-lived game of D&D Minis with its campaign rules, and I like converting it to other genres which usually streamlines things--especially when magic is removed--but then it just doesn't feel like D&D anymore. I played everything else back to Basic, but I skipped 4e almost entirely (although I liked Gamma World). The new edition has the hallmarks of a great game in the making. Perhaps the designers can come up with one edition to rule them all--as it were. A good benchmark is that any character or foe should be fully playable at any level with one sheet of paper, front & back as necessary. More options for players is great (fine granularity), but a DM needs fewer things to track rather than more (coarse granularity). The resurrection of the Caves of Chaos is a nice touch, too. The playtest packet could be a good basic game with some maps & counters. I even put out a playtest call to my group. It remains to be seen if we will actually do it as our record on playtesting is even worse than our recent history with D&D, but I would like to do it. Since I won't have very many players, I will probably give them a few human henchmen or beserker allies to round out their numbers--a concept stolen from Savage Worlds but it works and it was part of many editions of D&D too. The one thing I will change is initiative. I'm too spoiled by the card-based initiative from Savage Worlds. I'm not sure about surprise yet, either. [/QUOTE]
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So the playtest is out: What do you think? The EN World poll!
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