D&D (2024) Pulse check on 1D&D excitement level

What is your level of excitement for 1D&D?

  • Very High - I love the direction 1D&D is going, the playtest will only make it better

    Votes: 16 6.8%
  • High - Mostly the right direction and feels like the playtest will result in a product I like

    Votes: 48 20.3%
  • Meh - It's different, but not exciting, let's see where it goes from here

    Votes: 85 35.9%
  • Low - Mostly the wrong direction for me, but hopeful the playtest will improve it

    Votes: 22 9.3%
  • Very Low - Mostly the wrong direction for me, and doubtful the playtest will improve it

    Votes: 66 27.8%

  • Poll closed .

SteveC

Doing the best imitation of myself
As I've been looking at the changes to different classes, I was hoping there would be something to make more of them interesting to me. That hasn't happened so far, and the latest playtest actually removed the Druid from a class I'd like to play. I think the goal is to make powerful classes (or those that are viewed as powerful) more in line with the more baseline classes. I get that as a design goal, but I'd prefer that they take classes at the lower end of the curve and give them more to do.

So pretty meh here. I'll still play 6E if that's what my group wants to play but I'm not seeing anything here as a "wow!" development.
 

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Low. I see a lot of changes for the sake of change rather than to actually improve the game. Some of the proposed changes look pretty good, but there are plenty that are steps backward (IMHO).
Agreed. I don't think any individual design team members want "change for the sake of change", but I think they all want somewhat different things, and ultimately corporate is happy with changing just enough to make people buy new books and couldn't care less about what the changes are. The result is a mixed bag of random remixing.

And while the playtest feedback process is good for keeping the most objectionable things from getting in, having a community line-item soft veto just decreases the chances of their being any overall coherence to the scheme of changes by time it's finalized.
 

No-one is suggesting either of these things needs to be the case, though, are they? Not a single person on this board has ever suggested either AFAIK.

So I think hyperbole like that is unhelpful to the discussion re: balance.

Yeah, when I hear "balance" I think of the ability of the GM to translate a desired campaign narrative into a design idea for a scene, and then... the scene plays out as desired. Balance is when the GM wants to plan an encounter to accomplish something and -- with minimal information about the composition and abilities of the party -- is able to create encounters that all players can participate in and enjoy that also achieves the narrative goals of the wider game.

Critically, the GM should never have to stop and completely redesign an encounter just because one of the PCs is out sick that week. It should not take a huge amount of system mastery to achieve this, nor should the discrepancy between a PC from a player with low system mastery and a PC from a player with high system mastery really be that different.

The bottom line is that PCs of the same level should always feel like peers. 5e is moderately better than 3e was at higher levels, and the "sweet spot" where 5e largely works is levels 3-8 or 4-10. That is as good as or better than 3e or AD&D. They just don't seem interested in extending that.

5E actually isn't too bad re: combat balance. Only 4E did better. At least up to the low teen levels, full casters for example aren't "outright better" than non-casters in actual combat, unless you're doing like, 2-3 encounters/day specifically and they know it.

The issue is that full casters generally do well in all three pillars - some do amazing - whereas the non-casters typically do less well outside combat. At best they might do well in one of the other pillars, but that's far from assured, especially given their lack of "fiat" abilities. 1D&D's rules/class changes, so far, make absolutely zero improvement to this. In fact they arguably make the problem worse by making all casters preparation casters, casting from new, even bigger lists, which increases the strength of casters outside combat.

That's really the entire balance issue with 5E - play a full caster and you get to participate in the whole game. Play other classes and you get to participate in some of the game. It didn't have to be that way - it's purely down to the legacy/sacred cow decision to give casters incredibly broad utility in their spell lists.

Part of it is that nearly all social skills are siloed into CHA. This means if you play a character class that happens to have Cha as the prime requisite -- which is essentially always a full caster or equivalent -- then by sheer coincidence you also happen to be better at the social tier than any other class while also being just as good at combat.

I really wish someone could explain to me why Persuasion and Deception need to both be CHA skills, or why they should be separate at all. Why are Dex and Cha so overrepresented? It's really ironic that Str, Int, and Wis aren't the top attributes given how the game started out!

What's particularly sad is the easiest, cheapest "fix" would have been to make all casters spontaneous rather than prep, forcing people to make real decisions about what they could cast, and to chop the spell lists down a bit, but they went the precise opposite way.

There are so many potential designs that could be real improvements on the casting system.

Nope, I think OGL and the OneDND have shattered the illusion of D&D for me. There's so many glaring flaws, and there's no real impetus to address any of them.
 

I know it will never happen, but if some of the Next designs were being used, particularly the fighter that was both champion and battlemaster? Yeah, I'd be interested. Right now it's very low, more a mild curiosity thing.
 



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