innerdude
Legend
Last night our game group got together, with the intent to try the D&D 5e Playtest. One of our regular players was out of town, so the GM who's been running our GURPS campaign wanted to take the night off, and get in a "one shot" as a player just for fun.
Obviously, this was the perfect setup for doing something like the playtest--short, pre-gen characters, self-contained--so I volunteered to GM the playtest scenario.
So I printed out the "How to Play" PDF, studied up on the mechanics and Caves of Chaos, and was all set to go.
I show up at the appointed time, people are there, hanging out and eating food, and what not. I start handing out the pre-gen character sheets, and start going over some of the basic changes compared to other editions (all of the players have played Pathfinder, 2 of the 5 regularly played 1e and 2e in the past).
Everything's going fine; they like the "Advantage" and "Disadvantage" thing, they like being able to base checks off any attribute . . .
But as soon as I explain the hit die / healing mechanics, the GURPS GM (who was going to be a PC for the playtest), hands back the character sheet, and says, "I won't play a game where your hit points are LITERALLY guaranteed to be returned to you every night. Period. If this is how the game works, it's a waste of time to even play it. Let's do something else."
And to be honest, I didn't necessarily disagree with him. I was willing to give it a shot in the playtest, but the basic premise of the mechanic hadn't been sitting right with me all week.
Now, in some sense, this was a "knee jerk" reaction on his part, but he also gave a very succinct reason for his opinion--"I get that they want to not force players to be a cleric, but how do you simulate a wilderness survival scenario, or an extended mission scenario using this mechanic?"
I suppose I should report this in the WotC survey, but so far, the sum total of our playtest experience is---"Hit Die Mechanic is a Non-Starter. Not terribly enthused about what we've seen so far. Interest in actually buying product in the future is sinking even further."
Obviously, this was the perfect setup for doing something like the playtest--short, pre-gen characters, self-contained--so I volunteered to GM the playtest scenario.
So I printed out the "How to Play" PDF, studied up on the mechanics and Caves of Chaos, and was all set to go.
I show up at the appointed time, people are there, hanging out and eating food, and what not. I start handing out the pre-gen character sheets, and start going over some of the basic changes compared to other editions (all of the players have played Pathfinder, 2 of the 5 regularly played 1e and 2e in the past).
Everything's going fine; they like the "Advantage" and "Disadvantage" thing, they like being able to base checks off any attribute . . .
But as soon as I explain the hit die / healing mechanics, the GURPS GM (who was going to be a PC for the playtest), hands back the character sheet, and says, "I won't play a game where your hit points are LITERALLY guaranteed to be returned to you every night. Period. If this is how the game works, it's a waste of time to even play it. Let's do something else."
And to be honest, I didn't necessarily disagree with him. I was willing to give it a shot in the playtest, but the basic premise of the mechanic hadn't been sitting right with me all week.
Now, in some sense, this was a "knee jerk" reaction on his part, but he also gave a very succinct reason for his opinion--"I get that they want to not force players to be a cleric, but how do you simulate a wilderness survival scenario, or an extended mission scenario using this mechanic?"
I suppose I should report this in the WotC survey, but so far, the sum total of our playtest experience is---"Hit Die Mechanic is a Non-Starter. Not terribly enthused about what we've seen so far. Interest in actually buying product in the future is sinking even further."
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