D&D 5E Things That Worry Me About D&D Next (As Described)

Oni

First Post
1. Class Balance

There are two things that worry me here:

1. The ability to trade mechanical bonuses for flexibility.

I just don’t see how this can work. If one fighter can simply stack bonuses and damage for every level, and another fighter can trade these bonuses for different ways of doing lower damage, they can’t even play in the same game after a few levels of this. The balance for this, even if it is possible, would be very hard to figure.

There are some fighting games that mix characters from different iterations of the series on which they're based, and you see exactly this sort of balance in those type of games, and balance is vastly more important in a head to head game like that. Now that is an entirely different sort of game, but for me it proves the principle is sound, versatility is just a different type of power. Yes, too much of a disparity of raw power can not be overcome no matter the amount of versatility, but since they are very much tamping down the power curve in the next edition I think this will work well. The flatter power curve will give less opportunity for people to accidentally pooch themselves by sacrificing too much hit bonus or the like.

2. Bleed of various parts of the game to others.

The idea that one character might choose (or be forced by class) to trade combat ability for the ability to talk real good or to find the way through a maze is really terrible. This has always been a problem, but to talk as though this is a feature of the game that is part of the design philosophy really bothers me. There should be no characters who cannot participate in each part (combat/roleplay/exploration) of the game, with the ability to contribute meaningfully in each part. The 3E fighter is exactly the wrong way to go here.

That's a player choice, if you want to be good at one thing you make a sacrifice somewhere else, that seems completely reasonable to me. If combat isn't dominating game time any time it comes up like it does in 4e, then there isn't any reason to worry that Fred's character is a little better than yours at it, you'll be moving on to other stuff soon enough anyway. You should build characters to do the things your interested in. If you love combat and don't like talking, why should the guy who wants to do both things be just as good at combat as you and then get to shine during all the social bits too? These kinds of trade offs allow players to build to the expectations of campaigns (i.e. this campaign will be 60% combat, 30% exploring, and 10% social) and then it allows them to build to their interest within that framework. If a character can't participate in an area of the game, from the sounds of what we've heard so far, that will be their fault for purposely choosing to put all their focus in other places.

Solutions: Don’t let people trade mechanical bonuses for flexibility. Flexibility should be about the character’s complexity, not his power. People shouldn’t be able to trade abilities from one area to another, either. Make feats combat only; make skills unrelated to combat proficiency; make two (or three) kinds of spell, so that the combat and non-combat spells are entirely separate, and don’t even use the same resources.

My question to you is, why shouldn't people be able to trade ability out of one area that they're less interested in for ability in an area they are more interested in?

Make things too regimented and your make a game that is stale and artificial feeling.

2. Minimum Complexity

I worry that this will be set wrong. The comment by Mearls that it is easier to add than subtract complexity is problematic in this game. If I want to play a straightforward sword-and-board fighter, and I don’t want him to talk or look for traps, I should be able to play that character. But if I want to play him, it is easy for me to ignore my fighter’s leadership abilities or his direction sense; that is, I can easily ignore the parts of the game I don’t have an interest in, even if my class could participate in those areas by the rules as written. But if the bard is primarily a roleplay character for simplicity’s sake, then I simply can’t play a combative bard at all. And that’s terrible.

Solutions: Set a relatively high complexity as the standard, and have either classes that are simplified but equally powerful versions of the more complex classes, or builds within a class that simplify the complex elements.

They've indicated that you should be able to swap the focus of characters about without too much fuss. Don't want a social bard, step up from the base rules a bit and swap out some things for more of a combat focus, or whatever. Seems like a much more elegant solution than having a bunch of vestigial junk on the character sheet you never intend to us, plus it models characters more accurately than having them being able to do all sorts of stuff that they just choose not to do.

3. Exploration and Roleplaying

I hope that they make this more interesting. I worry that they want skill challenges to “die in a fire.” The problem with skill challenges is the ruleset, not the concept. People like the idea of completing non-combat challenges. People also like rules for this, because, honestly, I can ignore the rules and play a made-up game of cops-and-robbers for roleplaying if I like, even if there are rules for roleplaying, but if there are no rules at all, then I need to be a character actor to play a wide range of interesting characters. And if I wanted to be an actor, there are other games that might work much better for me.

Solutions: I don’t have any, but the designers really need to have something here. It just isn’t good enough to go the 2E or 4E way and say “do what you want”! Because I can already do that, but I wouldn’t pay for rules that tell me to just pretend to talk to the king and decide for myself whether I accomplish my aims or not.

The general concept of breaking down big or important actions into smaller steps is a fine one. The 4e implementation was wretched. The idea of setting up a multi step challenge ahead of time as 4e did, basically means you've dictated too much of how it should go, instead of letting player creativity decide that. I don't think the next iteration of D&D needs skill challenge rules, it needs DM advice on how to break down important story elements so they aren't reliant on a single die roll, but minus all the regimentation of primary and secondary skills and forcing participation and all the other junk that went with 4e's skill change system.

4. Multiclassing

This is a really specific mechanical issue, but it affects so much of the game that it needs to be carefully planned. I know that these guys played 3E – some even designed it – but did they forget the multiclassing problems? If this element will work like that game, how can people make multiclassed spellcasters at all? Will characters who take a level in another class get a level (character-level) appropriate ability, or will it still be a game of the fighter sacrificing his own abilities in order to cast sleep, when what he wants is a character who can sword and cast fireball? And if they adopt the solution I might like, which is to give the level-appropriate abilities, then how can they possibly avoid the kinds of complicated, game-breaking builds that will almost inevitably result?

Solutions: I almost think 4E was on the right track, here, but it had people trading important resources for versatility, which doesn’t work. It would be cool to have the idea of a minor class – that you multiclass in order to have a little of the other class, and you choose a few abilities (of each game type) that work in a level-appropriate way.

I didn't really like multi-classing in 4e, I thought it was too resource intensive for what you got. The hybrid system was interesting, but unfortunately collapsed under the weight of the stat dependency of 4e and it felt a bit like a clunky kludge. I do appreciate a little elegance in my game design. 3e had a great many problems with it's multi-classing system as well, but the basic premise is pretty slick and I have very high hopes that tamping down the power curve will solve most of its issues.

5. Modularity

I started D&D with 2E, and loved it to death. It had lots of problems. Late in the 2E cycle, I DM’d a really complicated game, with fully integrated Skills&Powers, including options, and really included everything I possibly could – weapon speeds, parts of rounds, optional classes, kits, - everything. Then I had a chance to play in a 2E game that I wasn’t running, and I played for exactly one session. Partly because I was forced to randomly generate almost everything about my character, and we played a simple game with the PHB and one or two other resources only.

I’m not denigrating other people’s styles at all – surely there were players who would love that DM’s game – but a modular system exacerbates the minimum levels of complexity problem. If I play in another game, I don’t want to have to read through a 10 page document outlining the rules variants AND house rules used in a particular game. And every late 2E game I played was like that.

Solutions: Electronic tools might help, here; if the DM could rig the character builder to include the rules she wanted, and not others, and include house rules, then the character creation part would be simpler. But I don’t see ways of avoiding this problem completely.

Unfortunately I think that's a tradeoff that just can't be avoided. Allowing people to customize means they're going to end up with something custom and it'll most likely be a least a little, if not a lot, different from the game down the street. I personally think this is healthy, but it does make it a little harder to just plop down at a table and know how to play.
 

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Miyagi

First Post
That's a player choice, if you want to be good at one thing you make a sacrifice somewhere else, that seems completely reasonable to me. If combat isn't dominating game time any time it comes up like it does in 4e, then there isn't any reason to worry that Fred's character is a little better than yours at it, you'll be moving on to other stuff soon enough anyway. You should build characters to do the things your interested in. If you love combat and don't like talking, why should the guy who wants to do both things be just as good at combat as you and then get to shine during all the social bits too? These kinds of trade offs allow players to build to the expectations of campaigns (i.e. this campaign will be 60% combat, 30% exploring, and 10% social) and then it allows them to build to their interest within that framework. If a character can't participate in an area of the game, from the sounds of what we've heard so far, that will be their fault for purposely choosing to put all their focus in other places.



My question to you is, why shouldn't people be able to trade ability out of one area that they're less interested in for ability in an area they are more interested in?

Make things too regimented and your make a game that is stale and artificial feeling.

You know, I'm sympathetic to this view. But I can't help but think that this degenerates into something that doesn't match this vision. I don't have a problem with "Fred's character being a little better" than mine at any particular thing, regardless of the focus area. If that were the only consequence, I would love it.

Sadly, I don't think that will be the case. Trading an ability in one area for an ability in another means that the natural differences are amplified, and the more customizable the characters, the worse this could be. This means that the promise that characters could always participate in every area of the game unless they make bad choices, which would be "their fault," is no promise at all. The player who makes a fighter and sacrifices everything for combat changes the combat game for everyone in the party. Sure, he can't talk to anyone because he frightens furry animals and small children by his very presence, and may have no ability to find his way meaningfully through the dungeon on his own, but he can throw that damage. And in the end, this means that the player of the bard character can't participate meaningfully in combat at all - and meaningful participation is the only thing that matters. The DM must balance combat in ways that accommodate the fighter, and that ruins any initial balance that existed as a result of player choices.

It could have exactly the same kind of result as in 4E, where skill challenges were terrible (in part) because the best strategy was to have a single character make skill rolls in his best skill until he won for you. If "everyone gets the spotlight" means "one at a time, with the practical exclusion of others" then none of these parts of the game will be fun, because the need for a group is eliminated in all cases.



They've indicated that you should be able to swap the focus of characters about without too much fuss. Don't want a social bard, step up from the base rules a bit and swap out some things for more of a combat focus, or whatever. Seems like a much more elegant solution than having a bunch of vestigial junk on the character sheet you never intend to us, plus it models characters more accurately than having them being able to do all sorts of stuff that they just choose not to do.

It would certainly model characters more accurately, and it doesn't sound like it will be hard. But I don't think it would be good. The "vestigial junk" doesn't need to be something a player doesn't want. Wouldn't it be better to have each character class have the ability to work well in each play environment? I just don't see how it's better to relegate some characters to certain playstyles - that seems to be more of an imposition than giving all characters fun and interesting abilities in all areas, and making the "I just want a social character" player live with unused information on the character sheet.

Worse, the kinds of choices that get made about this are generally pretty poor. It reinforces the strongest limitations on character. This was, in 3E, one of the major problems - in some cases, like with the cleric, a player could trade out abilities they didn't like (such as "healing") for abilities they did like (such as "turning into a vessel of divine power and killing everything in sight"). The fact that clerics also had some skills that allowed them play the talky parts of the game and spells for exploration made them in all ways better, and more fun, than more liimited characters. Like the fighter, who got to have such "impressive" combat ability at the cost of being able to do other things, like talk to adults, get around in nature, or participate in the game at all past 6th level.

A more balanced game would help here, but my point is that I don't know why anyone would want to play the fighter - everyone would want to play the cleric. Even if they don't, what they really want to play is the fighter who is like the cleric, in that he can participate, in his own way, in all the fun parts of the game.



The general concept of breaking down big or important actions into smaller steps is a fine one. The 4e implementation was wretched. The idea of setting up a multi step challenge ahead of time as 4e did, basically means you've dictated too much of how it should go, instead of letting player creativity decide that. I don't think the next iteration of D&D needs skill challenge rules, it needs DM advice on how to break down important story elements so they aren't reliant on a single die roll, but minus all the regimentation of primary and secondary skills and forcing participation and all the other junk that went with 4e's skill change system.

I agree with the poor implementation, but I think it needs better rules, not fewer. People who like combat-heavy games don't complain that the tactical rules are much of a straitjacket, and a more complex and rules-relevant social game would be more interesting, to me at least. A lack of rules in this area leads to one or two skills really dominating, and thus breaking, this part of the game - see 3E diplomacy. But I agree - a less fiddly way of allowing players to use character abilities in combination with creativity and open-endedness is the way to go, here.



I didn't really like multi-classing in 4e, I thought it was too resource intensive for what you got. The hybrid system was interesting, but unfortunately collapsed under the weight of the stat dependency of 4e and it felt a bit like a clunky kludge. I do appreciate a little elegance in my game design. 3e had a great many problems with it's multi-classing system as well, but the basic premise is pretty slick and I have very high hopes that tamping down the power curve will solve most of its issues.

I agree. I also don't think anyone dislikes elegance in game design. I don't know that tamping down the power curve will help much, except by tamping down character power enough that no one cares. The problem of 3E multiclassing - or at least, the most significant problem in terms of balance - is that characters at all levels had to be balanced with each other, which didn't happen. It wasn't possible, in most cases, to take "a little of class X" without dramatically diminishing power, except for martial style classes, in which case you had characters that all took levels of fighter, barbarian, ranger, paladin, and rogue, because of the front-loading. What I meant by 4E being on the right track is that it might best not to simply give the actual abilities of one class to your character when you multiclass, but instead to give something like the ability you are looking for, but in a level-appropriate way. So the fighter who wants to be able to use some lightning magic can multiclass, but what this gives him is not "sleep" and "shocking grasp" once a day, but some magic detection, the ability to add some lightning damage to his attacks, and a ranged lightning attack that does level-appropriate damage like his own attacks do. Or something like that.

I was just struck by how the 3E system of multiclassing seemed really great, but in practice was one of the most metagamey and game-breaking parts of that edition.
 

FireLance

Legend
Actually, have a look at the latest Rule of Three. It seems to address some of the concerns mentioned.

Some excerpts:

"Adventuring demands a certain amount of competence in all three areas of the game, but when you customize your character you might push yourself more in one direction or another. "

"there is a lot that can be done in terms of selection of options to make it so that two characters are statistically within an acceptable area of balance with one another. For a good example of the genesis of this concept, look at the slayer fighter (from Heroes of the Fallen Lands) as compared to the basic fighter (from the 4th Edition Player's Handbook)."

"Another thing we can do is look at providing options that expand the breadth of a character's capabilities without necessarily expanding their numerical effectiveness ... if we give one character two 1st-level at-will powers, and we give another eight 1st-level at-will powers, the latter character has a greater breadth of options in a given situation, but both characters have equivalent levels of output because each can only use one power at a time."​
 

Li Shenron

Legend
FONT=Times New Roman]1. The ability to trade mechanical bonuses for flexibility.
2. Bleed of various parts of the game to others.
2. Minimum Complexity
3. Exploration and Roleplaying
4. Multiclassing
5. Modularity


I disagree on all points except 3 (if I understand it right).

Fixed flexibility, all characters equally useful in every phase of the game, multiclassing with no trading, high complexity, low modularity: that's exactly the opposite of a game I want to play.

In fact, if it wasn't for point 3 (which still, I don't understand fully...), these sounds more like concerns for a miniature/chainmail game rather than a RPG, and I am sure that if WotC would put out another game like that, I wouldn't even bother trying it.

Perhaps this is the direction D&D is going, and then the problem is me, that I don't like what D&D is anymore.
 

It's not so much a fear. It's a reality that has consistently 'wrecked' the game from day 1. Even 4e suffers from it, a fair bit.

That would be another option. Rather than having 'non-combat' and 'combat' abilities, you could give every ability both a combat and non-combat use.

ll.

Some see this as a feature not a bug. For me sacrificing combat ability for noncombat ability has never really been a problem. If i am making a character who shines in diplomatic situations but isn't great in combat, those extra languages over a combat related skill or feat are worth it to me. In fact i much prefer making characters that are textured like this with real strengths and weaknesses than having the parity in and out of combat 4E strives to achieve.
 

The problem isn't sacrificing combat ability for non-combat - it's sacrificing non-combat ability for combat. That's where the min-maxing comes in.

If my fighter sacrifices his Intimidate skill and known languages (to use a stupid example) in exchange for a bonus to damage, he's more effective at killing monsters - which is the area most DMs balance games around. If he's too good, the monsters get tougher to compensate, putting the more balanced PCs at a disadvantage.

In some game groups, this leads to the other players criticizing your choice to play the game as designed instead of maximizing your combat effectiveness appropriately.

So, to sum up - allowing customization of characters is something that needs to be allowed, but something that needs to be carefully watched by both the Dev team and the DM.
 

I'm A Banana

Potassium-Rich
Breadth vs. Depth.

Breadth is how much stuff I can do. Combat. Interaction. Exploration. Discovery. The more I can do, the more breadth I have.

Depth is how well I can do my stuff. Combat +1. Interaction +2. Exploration +1. Discovery +3. My discovery has more depth than my combat.

These two should be in different "silos." Sacrificing one shouldn't get you the other. If that's possible, you get myopically focused characters, pumping up one of those abilities to its maximum by sacrificing breadth. Assuming you don't want narrowly focused characters, you want to encourage breadth, so you need to put a hard limit on the depth.

BUT, there is a smaller scope of breadth. In combat, I can make an attack, or trip an enemy, or grapple with something, or disarm someone -- this is all breadth. Different things to do with my attack.

The balance trick is weighing these breadth options. A trip and a disarm and a grapple aren't equally viable in all situations, so they aren't equivalent in depth.

I haven't heard much about folks trading out depth for breadth (or the other way around) in 5e. There might be some trading out of breadth for different breadth. A fighter can choose just to have a basic attack, or to do something special with a power, or to have a feat that modifies their basic attack...
 

Tony Vargas

Legend
I think I get what you're saying Kamakatze. The way I put it is that a game shouldn't /over/-reward specialization.

I have rarely seen a game where generalist is broadly (npi) viable (it works with very experienced Hero characters, for instance).
 

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