Libramarian
Adventurer
Yup, this is right.From the way I read it they are seriously considering removing the HD mechanic from core.
Yup, this is right.From the way I read it they are seriously considering removing the HD mechanic from core.
Requiring healing, I think, is something we want to get away from, even in the Basic game, for all the reasons laid out by other insightful posters here (ie: not forcing a particular class or item to be necessary for play). And it's possible, because healing is only one way you can represent character defenses, and is arguably not even the most interesting way.
But it sounds like what he is saying in the article is this assumption isn't born out by the data. They asked people whether requiring healing was a problem, and most of the responses were that it wasn't. Ultimately they need to do what they think will be most popular. I don't think the game needs to be made for me. But I do know what kind of game I like, and one where you have the classic healing dynamic is very appealing to me. The solutions being offered here and in editions like 4E, just don't have much interest for me as a player or GM. To me, there never was a problem that needed fixing.
But if that's not the crowd who cares about balanced encounters, there's a mismatch.Also, the great thing about the approach he is proposing is the HD mechanic is still in there, it is just an optional mechanic for those who think healing requirements are an issue. For those of us who may have been disuaded from buying a game with a front loaded HD mechanic in it, it keeps us interested in the game. But it is still there if you want it.
Yea, math is way easier than writing class fluff. That's why the market is so soft for jobs in STEM fields, and the wages for English lit majors are so high.They claimed in one of the google videos that the math stuff is an afterthought because it's so easy for them to tweak, so they should be able to do this![]()
Perhaps. They certainly have better data than I do. I just worry about forcing my newbie players to play a class they don't like just because the designers decided that someone must!, and that anyone not healing is automatically "not basic."
I personally don't want to see someone potentially interested in D&D put off just because the first time they played, someone made them play the healer (and they're not that into being the healer), because someone NEEDS to play the healer. Or things like Healing Kits becoming something that you can't easily get rid of in your games, because the party NEEDS healing. If WotC determines that this is a risk they can take (or that it's a much smaller risk than I'm thinking it is), then I'm certainly not in a place to contradict their extensive survey data. I do know it would suck for some of my new players, though.
This is an interesting question, so I though I'd give my answer to it.So let's say we have a game in which (on average) 4-6 characters go adventuring and, over the course of the day, their resources are whittled down.
Sometimes (actually quite often) those resources are asymmetrically depleted for one character. This creates a strong incentive for the group as a whole to stop and replenish, decreasing their chances of failing any given challenge and--more importantly--keeping the player of said character engaged rather than on the sidelines.
How do you solve that problem for all groups in a way that doesn't make any one type of character obligatory?
Yea, math is way easier than writing class fluff. That's why the market is so soft for jobs in STEM fields, and the wages for English lit majors are so high.![]()

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