D&D 5E 2/4/2013 L&L:A Change in Format

Wow, only two hours to run a combat!!!!!!

....yeah, I think we have one of the first rules options mentioned in 5e that I can honestly not see myself ever using.

I mean, more power to those people who like to spend hours running wars, I gots other stuff to do. ;)
 

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Hiya.

The original designers didn't always do good design work, though. A lot of their assumptions don't apply today, or were bad even back then. Consider ideas like the "Caller", which has fallen by the wayside - it made sense for certain groups, but rarely applies now.

The reason there was a Caller was because in the early days, at least with AD&D, having 8 to 14 players wasn't unusual. In my experience, with AD&D 1e at least, my campaigns had 6 or 7 players. Largest I ran was with about 9. Any time there were more than 6, a Caller is an EXCELLENT idea and time saver. Nowadays, with the focus on small 'special-ops' style adventuring with 4 players and a GM, a Caller simply isn't needed. Different times and needs is all. Definitely *not* bad design.

Intense mapping by players has problems. At its worst, the game turns into a discussion between the DM and the mapper, while the other players wait for something interesting to happen. In some dungeons, it turns into mapping lots of empty rooms before finally getting into a fight. I was running a 4e conversion of Mordenkainen's Fantastic Adventure last Friday, and that's exactly what happened: the encounter count was very low compared to all the confusing passages and rooms the group had to go through, and so the mapper got to do stuff while the others waited around.

Again, not bad in any way...actually, the opposite. What the problem was from what's written above, is players with such a low attention span and such a built in sense of self-worth that anything that isn't directly affecting them at any given minute is somehow relegated to "bad design" or a "crappy adventure". I'm not saying that 4e's style of spending 3 minutes game time walking down a hall and opening a door, then an hour on a small combat, followed by another 3 to 5 minutes of 'mapping', and then yet another hour long combat isn't "badwrongfun"...but what it is, is *not* what AD&D was built on. AD&D was focused on exploration of a fantasy milieu that the DM crafted. That exploration involved vicious monsters, deadly traps, and devious puzzles of all sorts; combat was only part of the reason people played and had fun. Mapping is FUN, be it a dungeon, castle ruin, or wilderness expanse. Taking notes about strange sigil's, or marking down possible leads on where to find the Mystic Foozle of Davendorph, and short comments about NPC's names, professions, attitudes, etc...all part of the FUN of RPG'ing. If a new person shows up at my table with a character they've been "playing forever", and that character is in the form of two character sheet pages and on page of notes, I'm not impressed or expecting much. If a new person shows up at my table with a character they've been "playing forever", and that character is in the form of two character sheet pages and a veritable 32-page plastic folder with maps, notes, doodles, drawings, etc. Now *that* shows someone interested in playing a RPG as opposed to playing a combat-simulator in the guise of an RPG.

Running Isle of Dread last year for my AD&D game was slightly more bearable, but did lapse into intense boredom as I'd say, "You go northwest. To the northwest are mountains; to the east is forest; to the north-west a river runs through a chasm" again and again and we'd have to pause for the mapper to mark that down. This was a game with eight players, so the conversation really was between one mapper and the DM while the other players sat back and waited.

I hate to say it, but this does sound boring. The problem wasn't the rules though; it was you and your players not enjoying the exploration of it and not initiating anything. I have also had players like this. My current group was like that in the beginning (having learned and primarily played 3e from a rather dry DM). It took me over a year to get them to actually *do* stuff without having to cattle-prod them into it. This is where, as a GM, you should have, basically, capitalized on the fact and gave a nice little narration of the area. I could espouse your description, but just assume I waxed poetically for a few sentences describing the mountains, how the forest stretches out, and how the long ribbon of a river snakes through it and then into a deep, dark chasm a few miles off, etc. In short, it is those "boring" parts that are the glue to a campaign setting. Players will remember, visually, locations of the game world just as much as they will remember the epic battle with the Demon-Mage of the Icy Peaks.

It should also be noted that the advice in those early products was strongly slanted towards adventures in "megadungeons" and areas where adversarial DMing was pretty much a thing. The game is a lot broader than that today.

Yes, but then the game was/is called DUNGEONS and Dragons, isn't it? ;) That said, it also came from wargaming roots, and so the likely recruits to "that new game everyone's talking about" would most likely have been those with a definite desire for battle and a "us vs. them" attitude. YMMV, but in my experience, and my preference, an adversarial Players Vs. DM makes the game significantly more entertaining...as long as the DM is doing his job and being *FAIR*. It is his job to challenge the PLAYERS as well as their CHARACTERS...this will result in PC death. This is expected. While the amount of death should be infrequent, it should always be in the back of the players heads that their character could die at any moment, and that it isn't the DM's job to 'let the players win' by having their characters survive with certainty.

I would like the older style to remain as an option, but in general I'm in agreement with Mike's position.
Cheers!

I would like the older style to remain the BASE FOUNDATION. It's a LOT easier to add stuff than to take away. Looking back at, say, Initiative. In Basic D&D, it was each side rolled d6, highest won, those with 2-h weapons went last. Simple. That is a solid base. It is easier to add options in to get more detailed. Play style is the same. If the play style assumption is "The DM is fair and trying to challenge you. You wander around in dungeons and unknown wilderness to kill monsters and take their stuff."...then it becomes exceedingly easy to add in different rules to adjust to different play styles. Want more role-playing? Add in skills like Diplomacy, Gather Information, Intimidate, etc.

Sorry for the lengthy reply. I do that sometimes.
 

I have to say that as a player I never liked mapping... therefore as a DM I never actually suggested that the players should do it, but oddly enough many times my players themselves have decided to do it.
 

oh i know this but that the barbarian and such will get toned down but the barbarian doesnt need to be doing the same average damage as the fighter

I don't mind barbarians doing as much (or even more) damage as a fighter. The fighter should have plenty of other tricks to pull ahead. And while resistance to weapons (as barbarians get in a rage) is actually quite a reasonable thing in flavour terms it really does leave the fighter behind in survivability, especially if there are multiple attackers and they can only parry one.
 

The original designers didn't always do good design work, though. A lot of their assumptions don't apply today, or were bad even back then. Consider ideas like the "Caller", which has fallen by the wayside - it made sense for certain groups, but rarely applies now.

Intense mapping by players has problems. At its worst, the game turns into a discussion between the DM and the mapper, while the other players wait for something interesting to happen. In some dungeons, it turns into mapping lots of empty rooms before finally getting into a fight. I was running a 4e conversion of Mordenkainen's Fantastic Adventure last Friday, and that's exactly what happened: the encounter count was very low compared to all the confusing passages and rooms the group had to go through, and so the mapper got to do stuff while the others waited around.
I dunno. I'm running a D&D Next playtest group with people who are all new to the game (I'm running it as old-school as possible, which is a bit new to me as well). One of the players has, without any prompting from me, settled into the position of mapper and caller. He's very good at both, and the game runs very smoothly as a result. But I'm totally aware that this isn't common at all--when I ran the same adventure with my more experienced group, the mapping was agonizing.
 

I dunno. I'm running a D&D Next playtest group with people who are all new to the game (I'm running it as old-school as possible, which is a bit new to me as well). One of the players has, without any prompting from me, settled into the position of mapper and caller. He's very good at both, and the game runs very smoothly as a result. But I'm totally aware that this isn't common at all--when I ran the same adventure with my more experienced group, the mapping was agonizing.

In my experience, new players "gets" old school D&D and the D&DNext play test in a way most experienced players with decades of playing don't.
My current group got folks who played for 15-20 years starting from 2e all the way to 4e and they became so entrenched in the rules and ways of doing stuff that it been difficult for them to grasp how Next is played...

One of the reasons I'm excited about the Basic/Standard/Advanced split is exactly because of that,having an easy way to lure :devil: new players is something that I've been missing.

Warder
 


Dice4Hire said:
Starting them?

I'm not a face that launches a thousand ships, I just don't find two hours to be an especially satisfying length of time for scene resolution in my RPG's, personally, while acknowledging that my preference isn't universal.

If that opinion can start a war, just wait 'till you hear my provocative and controversial opinions on Politics, Religion, and Your Local Sports Team! (though probably not at ENWorld for those first two. ;))
 

In my experience, new players "gets" old school D&D and the D&DNext play test in a way most experienced players with decades of playing don't.
My current group got folks who played for 15-20 years starting from 2e all the way to 4e and they became so entrenched in the rules and ways of doing stuff that it been difficult for them to grasp how Next is played...

One of the reasons I'm excited about the Basic/Standard/Advanced split is exactly because of that,having an easy way to lure :devil: new players is something that I've been missing.

Warder

You and GX.Sigma both point out the one big issue that crops up between "old school" D&D and AD&D... and the players of said games and game styles. All of this stuff... like mapping and calling, or carrying 10 foot poles through dungeons, etc. etc... are all things long-term players of D&D remember fondly with rose-colored glasses, but in actuality just don't need to do anymore. We've played so long and have gone on so many adventures that having something like an extremely detailed map of the dungeon we're exploring just isn't necessary. One, because we're so in tune with the concept of dungeoncrawling that many of us can just keep basic track of where we are in our heads... and two, we've learned over the intervening 30+ years that it's extremely rare for DMs to introduce situations within the dungeon where actually having a map ends up being useful.

Whereas... back when we were kids first playing those games all those years ago, OR new players today who have just started playing for the very first time... actually creating detailed maps so the group can know where everything is, is sort of a 'eureka' moment. It seems like having a map should help in the long run. At some point, having those details will come in handy, so better safe than sorry-- plus, they just look really cool in the process of getting made.

The 10 foot pole is the same issue. Players 30+ years ago and new players today both find the party falling into the occasional pit trap while walking within a dungeon. So the 'eureka' moment of "Let's take a 10 foot pole and tap the floor in front of us to find the pit traps as we go along so we don't fall in!" seems like a brilliant bit of roleplaying and intelligent gaming. But that 'brilliance' on our parts only last as long as it actually remained new and exciting. Eventually that wears off-- either because we've now found the 10th pit trap that way, or the DM just stops putting pit traps out there since they've become impossible not to find via this method. The rose-colored glasses have come off, and it's now just become another cliched gaming trope that we just don't bother with anymore.

So that's the dichotomy that the designers now have to deal with in a lot of these tropes. Putting in rules and allowances for us to harken back to the game styles of yore... despite the fact that 95% of all the players who will play this game have run through these tropes so many freaking times that they're no longer useful, fun, or interesting. But it's good to have them just for those few 5% for whom these tropes are actually new and exciting.

It just means the rest of us have to hope the designers also include methods for just skipping the tropes so as to not waste our time... which, thankfully, it seems like Mike is actually doing.
 

I wasn't referring to 10 foot poles or dungeon mapping, I was referring more to the idea that you can essentialy try anything in game and you don't need to have detailed rules to do so just tell your DM that you want to do something and face to consequences.

For the record, we never used 10 foot poles, our DM usually ruled that mechanical pit traps are either not sensitive enough to feel the light tap of the pole or that the trigger for the trap wasn't on the floor, not to mention the annoying clicking sound. Only time we did used it was while navigating through a ruined dwarven citadel that we fell into and tried to find the way out.

As for mapping, I'm the kind of DM that don't' give a crap about if the players draw a map or don't draw a map, if they don't know were they are going it's their problem.:devil:

Warder
 

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