That's a very demoralizing statement. I know what he's saying in the article, but I was hoping the system was more... I don't know... more fleshed out, than what this statement implies, I guess? I hope they do a great job with these "optional" rules for, you know, everything that's not combat. Because I am interested in things so much deeper than combat, and the lack of attention this signals for me is, as I said, just demoralizing. As always, play what you likeMr. Mearls said:Outside of the basic mechanics for stuff like moving, combat, and casting spells, we're assuming that everything else is optional.
That's a very demoralizing statement. I know what he's saying in the article, but I was hoping the system was more... I don't know... more fleshed out, than what this statement implies, I guess? I hope they do a great job with these "optional" rules for, you know, everything that's not combat. Because I am interested in things so much deeper than combat, and the lack of attention this signals for me is, as I said, just demoralizing. As always, play what you like![]()
That's a very demoralizing statement. I know what he's saying in the article, but I was hoping the system was more... I don't know... more fleshed out, than what this statement implies, I guess? I hope they do a great job with these "optional" rules for, you know, everything that's not combat. Because I am interested in things so much deeper than combat, and the lack of attention this signals for me is, as I said, just demoralizing. As always, play what you like![]()
Yeah, having read the article, there is something slightly . . . I don't know if "demoralizing" is the term I'd use, but certainly reflective of a viewpoint I find unsatisfying. It doesn't outright say it, but hints to an attitude that anything that's not on the character sheet--movement, combat, and casting--is really just an adjunct to the overall play process. And since groups are going to approach that "off character sheet" process wildly differently, with different expectations, then really D&D Next shouldn't expend exorbitant amounts of energy trying to codify it.
Barbarian = weapon user base combat abilities + rage
Monk = weapon user base combat abilities + ki
Fighter = weapon user base combat abilities + expertise
Barbarian = Monk = Fighter
Rage = Ki = Expertise
That's a very demoralizing statement. I know what he's saying in the article, but I was hoping the system was more... I don't know... more fleshed out, than what this statement implies, I guess? I hope they do a great job with these "optional" rules for, you know, everything that's not combat. Because I am interested in things so much deeper than combat, and the lack of attention this signals for me is, as I said, just demoralizing. As always, play what you like![]()
Well, let me expand from where I'm coming from, first. In the majority of my campaigns, a combat might take place, on average, once every 10 or so hours of play. Many other things get done during this time; relationships develop, plans are made, time passes, political maneuverings occur, objects are crafted, people are convinced to do things, people travel from place to place, and so on (not counting obstacles like weather, other events unfolding, and the like).I'm not sure I get this point of view. What else besides rules for combat, spellcasting, and movement would you expect to see in a truly core set of rules? How could other things be included in a core set of rules without enforcing a certain playstyle?
Right, that's why I put that line in that said "I hope they do a great job with these "optional" rules for, you know, everything that's not combat." Because, hey, they could do an awesome job on them, and I'm hoping they do. I think I should've gotten the vibe of "combat, magic, and movement can have a safe baseline that most everyone can basically agree on, so that's why we're making those core, and everything else optional. That way, each group can build on these widely accepted areas, or opt-in to all of these other areas, making for a game that best fits their individual table style."OTOH, if "optional" is code for "sloppy and half-baked" then I guess that's going to be a big problem for just about everybody. Since everybody's going to be using at least some optional rules.
Right, I agree with you. It doesn't mean there won't be systems for those things (or even awesome system for those things).I do wonder if he means that the base assumption is that only those items will feature in every game. Some people will resolve personal interaction and/or searching a room (as two examples) without involving rules at all, but others will use skills or ability checks to determine the result. That doesn't mean there won't be a fleshed-out skills system, just that they're aware some people will not use all or part of it. With the fuss over how vancian spellcasting is so iconic to D&D they can hardly leave that out, there's no demand that I've seen for combat being determined through role-play, and I suspect moving around requires some sort of standard. Of course "no skills required" totally messes up the current rogue as a skill monkey.
Right, I agree with you. It doesn't mean there won't be systems for those things (or even awesome system for those things).
However, what makes them think that combat will be handled the same way universally? Some people like abstract "zones" for combat, some use minis, some don't, some like HP, some like wounds/vitality. For magic, there's Vancian, AEDU, spell points, and so on. Movement has old school turns (or not), random monster tables (or not), carrying capacity weighing you down (or not), tracking rations (or not), and so on.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.