Steely_Dan
First Post
Thank you for that, my favourite character in the film, one of my other favourite scene is earlier when he's walking by and he sees the upset guy and chucks him on the shoulder and says "...cheer up, son..."
In this case, it's because looking at the rules made me think "this could work" but it wasn't until I'd played the session that I was struck by "this really feels like D&D".I never understood what the big fundamental difference was between reading the book and imagining what will happen as opposed to...actually imagining what happens. Sure, acting in real time with other people is somewhat different; but D&D is all about imagining things.
Because I wanted to see whether the prior edition that most defines D&D to you has an impact on whether the play test felt right or if WotC had actually pulled off a unification.Any reason to go with such a complicated grading system?
I'm not getting much of an AD&D vibe from it actually, but then I'm one of the crazy people who likes using all the rules when running AD&D.
I actually would say that, out of AD&D, Moldvay Basic, 3e and 4e, I'm seeing the least influence of AD&D as such.
The core of DDN is intended to be simpler and stripped-down; look at it as an modern recreation of Basic/Expert D&D. It is likely that we'll also see an "Old School" module to give it more of an AD&D feel: more random elements in general, class/race restrictions, weapon vs armor type adjustments, longer natural healing times, XP for treasure, easier spell disruption, no at-will magic, expensive & difficult magic item creation, etc.It's not awful, but the problem is for just about every difference between DDN and AD&D I still like AD&D's way of handling it better.
I much prefer the per-round group initiative as well. Primarily because it just tends to run faster, but also because everybody takes their turn at once instead of waiting. I like to run it in the "phased" style of Basic D&D, where you resolve ranged attacks, then movement, then melee, then magic in that order for each side. Segmented movement and casting times as written in AD&D 1e are too fiddly and time-consuming for my liking.I prefer roll-every-round group initiative to cyclical individual initiative.
I like rolling for encounter distance and charging.
I was doing this when I ran the playtest if I didn't have a good reason for the monster to attack a specific PC. I usually just made it part of the attack roll; if the d20 came up odd is was one PC, and if it came up even it was the other PC.I like randomly determining what opponent to attack in melee.
I'm certain that morale rules will at least be a modular options, as will different methods of rewarding XP. This playtest didn't specify anything other than monster XP, but that isn't an indication of how even the core game will work. I inevitably change XP as written in every version of D&D to be more quest- and achievement-based anyway.I like morale rules and XP for something besides killing monsters.
I think it's quite likely that it will replace AD&D as my preferred version of D&D; I love the feel of AD&D and how quickly combats can be resolved, but it's hard for me to look past many of the clunky rules and arbitrary restrictions after years of playing the WotC incarnations of the game. Also, I find that I'm usually more enthusiastic about running an AD&D or Basic/Expert D&D game than are my players.At this point I highly doubt that I will end up preferring DDN to AD&D, but it could very well replace Basic D&D as the version I'm happiest to recommend to new players, which would be a fine result in itself.
I prefer roll-every-round group initiative to cyclical individual initiative.
I like rolling for encounter distance and charging.
I like randomly determining what opponent to attack in melee.
I vastly prefer AD&D's rules for spell disruption.
I like morale rules and XP for something besides killing monsters.