D&D 5E Will there be such a game as D&D Next?

Let me just clarify that my above post was not meant in the sense, "Here's some 4e stuff, so be happy." I can perfectly understand not being as happy with Hit Dice as with Surges, for example. It was in response to AbdulAlhazred saying that 5e is a rejection of 4e, and that its influence on the 5e playtests was minimal. (Incidentally, we can add encounter building to that list. The math hasn't been refined, but the system more like 4e's than any other edition's.)

See, my larger point is that it's like that for every edition. There's nothing in the playtest that you can point to and say, "This iconic mechanic of X edition is faithfully reproduced in 5e." Not even Vancian casting. Everything in Next is kinda-like-but-not-quite-like a mechanic in some other edition. Saves are completely new. Skills are completely new. The Classes are all different. Any innovations of 3e in the playtest, such as the d20 universal mechanic, feats, and movement based on 5' segments were retained in 4e.
Well, sure, DDN isn't exactly like ANY specific prior edition in specific mechanical terms. However it is more like some than others in various ways. Mechanically it reminds me most overall of late 2e. In terms of things like pacing it reminds me of AD&D as well. The skill system is not identical with 3e's but it does bear similarities in terms of its implications and use. Nowhere does 4e show up there. In no larger sense is DDN ever like 4e. I agree that DDN is CLEARLY built by people who are highly conscious of 4e's design, and have in some sense borrowed/been informed by it. OTOH they have utterly rejected every element of 4e in terms of play style, pacing, game design philosophy, etc. Sure, we can find traces of 4e-isms, but stylistically IMHO DDN is basically a more polished rewrite of 2e (and may emerge closer to 3e depending on exactly how they handle MCing and whatever equivalent of PP/PrC they adopt, etc).

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Because as I noted, it's not just the codified "short rest" (which creates the "Encounter" resource unit), it's the short rest that allows you to non-magically restore HP. That has never been in any edition except 4e. This is what I see in 5e that gives me the patience to wait for the 4e stuff I want to see. By including the codified short rest, they allow groups to adjust healing, modifiying the lethality of the game without having to make across the board changes to damage or monster HP, while at the same time creating a space in which they can design encounter powers for those who want them, as the Warlock demonstrated. The structure is there -- it just hasn't been built on.[/QUOTE]

While it is certainly true that 4e is the edition that introduced the TERM 'short rest' and thus created a 'hook' in the mechanics for things to latch onto the concept isn't new. Every AD&D party after a fight would stop, cast CLWs, use First Aid (in 2e), maybe cast other spells if needed to fix whatever ails people, drink potions, renew any protections (IE Stone Skin), cast Identify, disable traps, loot, etc, then move on.

Notice that DDN lacks 'encounter' resources largely (there are a few, but there is no general category of encounter powers/spells currently, though it sounds like maybe 'signature spells' are doing that, I am not entirely sure). Yes, there are Hit Dice, but you can't just use them like HS, they don't supply a limit on healing, and they can't be used during an encounter. They simply provide a bonus set of hit points you can use first aid to unlock. Because they don't gate healing (IE 4e has encounter healing powers coupled with HS expenditure to use them, DDN has daily healing powers that have nothing to do with hit dice) HD don't produce the same sort of pacing mechanic they do in 4e. In effect DDN's pacing is AD&D pacing, you can proceed as long as the cleric has CLWs, and the other PCs have a small slightly 4e-like buffer of HD. Once the cleric has burned his last CLW the party is over, head back to the surface.

Now, yes, it is POSSIBLE that DDN could allow for some module to build on HD, by adding HD expending healing powers to leader classes in place of things like CLW.

Finally, I'd like to note that the whole 'lethality' thing is a total misunderstanding of 4e's purpose in providing HS. It wasn't to 'lower the lethality of the game', that's preposterous, DMs control that with how deadly they make things. HS serve 2 related purposes. The fundamental purpose is to allow for a lot of 'cliff hangers', HS add tension to the game. The PCs (and read [MENTION=42582]pemerton[/MENTION] above about assymetric monster/PC rules in 4e) are designed to be 'knocked back' by the monsters. A 4e fight mechanically will be shaped by the rules into a plot. In round 1 the monsters barrel in loaded for game, blast off their encounter/recharge powers. The PCs are instantly knocked back/wrongfooted, their counter-attack has almost no effect, oh no! (due to monsters have a good chunk of hit points). In rounds 2 and 3 the PCs struggle to reassert their control of the situation and work back towards victory. Their ability to tap into HS and receive leader healing as well as controllers and leaders gaining the tactical initiative while the defender pins down key enemy forces SHOULD lead to the PC re-assertion. Rounds 4 and 5 are then the denouement, possibly with 'last minute surprise' effects (a lurker coming in for a second run, an enemy leader/elite triggering recharged/bloody activated powers, etc). THAT is the purpose of HS in 4e.

SECONDARILY they act as an HP recharge mechanism between fights, and they transform the party wide CLW pool held centrally in the cleric by a per-PC resource (IE they create a different type of resource game where the requirement is teamwork to make sure you spread damage around effectively). The DDN HD mechanic currently doesn't provide in-combat pacing at all, and is a much weaker provider of a resource mechanic for healing. Obviously if Second Wind were reintroduced that would help, but again an encounter heal and things like potions that use HD, etc would be needed. It isn't impossible that stuff could appear in DDN.

It isn't that I don't think DDN has some decent ideas either, and some of them would work well in 4e. I think the DDN HD mechanic is not too bad, I just think it goes too far. I think using a dice roll for one thing isn't great, that was another aspect of HS, that by being RELIABLE you could fairly pace yourself. Even if you assume DDN's HD are as strong a pacing system as HS were, one or two dice rolls has a huge impact on pacing. I really don't think dice belong in pacing. That is just causing problems. I don't even understand why that would be desirable in ANY sort of game. It is way not what I want to see in MY game.
 

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Fair enough, but neither is overnight healing.

-O
i
would say overnight healing is much more cinematic than anything else. Particularly when you couple it with HP (which allow you to survive multiple stab wounds and axe blows). Again, you see one day heals all the time in movies. The hero finally gets hurt, then retreats somewhere to recover before facing the villain again. This is literally imbedded in the three act structure as the crisis point toward the end of act II (though it isnt always expressed as being physically beaten down). I am a huge action and martial arts movie fan and that is abolutely a staple of the genres.
 

Gosh, it's almost like the word "cinematic" is incredibly ambigious and can be used by pretty much everyone to justify a mechanic they like. I'm glad we've latched onto that word as a metric.
 

It's not just 1hp/hr, it's 1hp*level per hour. Which is pretty cinematic. It means your first level fighter can get beat to within an inch of his life, at death's door at 8 am in the morning, and by 2 pm he's back at full strength. It means your 2nd level fighter can be at death's door at 8 am and be even stronger than the 1st level fighter by 11.

And that's at the lowest setting (barring no healing at all). Use Hit Dice, and that fighter who was making death saves can be back up to full strength, or near full strength in 10 minutes. Use Experimental Rule 2, and you can go from 1 hp up to bloodied value in 10 minutes. A 3rd level fighter can go from 1 hp to stronger than a 1st level fighter at max hp in that same time.

See, but this brings us to a significant pacing issue where DDN and 4e are fundamentally at odds. In 4e you take a short rest (nominally 5 minutes, but the DM is well within his rights to specify exactly what that means, the rules just say "about 5 minutes"), it could be 30 seconds or an hour depending on dramatic needs. The GAME is supporting a narratively oriented type of play. DDN is totally different. It is supporting a sort of resource play that provides tension (much like AD&D) by passages of time gating resources. If the 4th level hero takes 20 points of damage he MUST spend 5 hours resting to get that back (barring some other type of healing being available). Its a different agenda. Obviously you're right, healing is an area where the game can provide several approaches, HOWEVER I would note that this means it is HARD to write adventures, design classes that heal, items that heal, etc as they will fill VERY different functions in my game than in yours.
 

Gosh, it's almost like the word "cinematic" is incredibly ambigious and can be used by pretty much everyone to justify a mechanic they like. I'm glad we've latched onto that word as a metric.

That is a fair point, and part of what I am trying to say is the word is much broader than casualoblivion suggests (it certainly includes what he describes but isnt limited to that). Still cinematic is not a meaningless label when it comes to RPGs. There s a subset of gamers who look for cinematic action in their rpgs and that comes with certain assumptions. Most however allow for some variance and see how an individual game achieves the cinematic feel (it isnt a matter of them having to have mechanic A,B and C but of having their own mechanics to help emulate cinematic genres). In-fight healing as a requirement for a game to be cinematic is far too narrow here.
 

i
would say overnight healing is much more cinematic than anything else. Particularly when you couple it with HP (which allow you to survive multiple stab wounds and axe blows). Again, you see one day heals all the time in movies. The hero finally gets hurt, then retreats somewhere to recover before facing the villain again. This is literally imbedded in the three act structure as the crisis point toward the end of act II (though it isnt always expressed as being physically beaten down). I am a huge action and martial arts movie fan and that is abolutely a staple of the genres.

The effect could be interpreted as cinematic, but the act itself of resting for the night( or for a few hours) is not cinematic. You aren't getting that cinematic action is being defined in terms of adventure pacing and game play, not in terms of the campaign world.

Or to put it more simply, it's not about cinematic, but cinematic action, and the action is as important as the cinematic. Where resting for hours fails is where it ruins the action.
 
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Gosh, it's almost like the word "cinematic" is incredibly ambigious and can be used by pretty much everyone to justify a mechanic they like. I'm glad we've latched onto that word as a metric.

Games aren't cinematic unless they have an opening scroll like Star Wars! And cut scenes to the villains! And you need to charge the players $15 to get in and rip them off on snacks.
 

Games aren't cinematic unless they have an opening scroll like Star Wars! And cut scenes to the villains! And you need to charge the players $15 to get in and rip them off on snacks.
I always open up my game with 6 or 7 3 minutes trailers of other game systems we're never going to play.
 

Games aren't cinematic unless they have an opening scroll like Star Wars! And cut scenes to the villains! And you need to charge the players $15 to get in and rip them off on snacks.
Apropos of nothing, cutscenes are about my favorite things to add to an rpg. I've gotten a lot of mileage from them in the past, and I really need to get back into the habit. :) Just... Effort, you know?
 

i
would say overnight healing is much more cinematic than anything else. Particularly when you couple it with HP (which allow you to survive multiple stab wounds and axe blows). Again, you see one day heals all the time in movies. The hero finally gets hurt, then retreats somewhere to recover before facing the villain again. This is literally imbedded in the three act structure as the crisis point toward the end of act II (though it isnt always expressed as being physically beaten down). I am a huge action and martial arts movie fan and that is abolutely a staple of the genres.

Right, but as a couple of us have mentioned, 4e allows for a direct cinematic play within the structure of an encounter, as the party is pushed and then recovers and pushes back using in-combat healing. That plus the assymetric monster design almost guarantees this sort of result is the default (it isn't terribly visible if you have highly static encounters, I think 4e devs didn't understand that well enough at first).

4e then allows for a 'cinematic day' as well, again HS work here pretty much like your hourly healing, HD, etc. except in a sense better because the pacing is adjustable (DM can press the party, denying a short rest, or allow one for even a brief 30 second pause, DDN requires several hours).

The whole resource game can then also play out over a day, or more, because again 4e is putting the daily heal pacing into the DMs hands. He can allow or deny a long rest as desired, and even provide intermediate levels of resting (there are no specific rules for this, but also no issue with it). In other words the DM could give back an HS, remove HS, give back other resources but not HS, etc.

It is about options and flexibility. All of this of course doesn't necessarily serve the old style timed resource game model that Gygax developed. IMHO Gygax was overly concerned with verisimilitude at that point, which was a commonly expressed measure of game quality at the time (it was a major point of wargames and was overly valued by RPGs in the pre-1984 or so era). DDN is built around that, 4e is built around GM (and possibly player) gated pacing.
 

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