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General Tabletop Discussion
*Dungeons & Dragons
Building a Hot Rod: What I miss most in D&D Next
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<blockquote data-quote="Radiating Gnome" data-source="post: 6120692" data-attributes="member: 150"><p>We've been playtesting in our home game for a little while now -- rebuilding with each new packet and giving Next as fair a shake as we can give it. And we're having a good time playing -- there's a lot to like about the new system, and a lot of the things we miss we can expect in future installments, by and large. </p><p></p><p>But there's something that Next doesn't have that 3rd and 4th edition had in spades: ways for players to spend a lot of time tinkering with and tuning up their characters. Tweaking feat choices, class options, powers and spells, looking for cool combinations and synergies that really made for some high performing PCs. </p><p></p><p>Naturally, Next is focused on new player experience right now, and the whole thing is vastly simplified. But, unless you're creating your own specialties so you can pick and choose feats you have far fewer choices -- with a lot less granularity and variability -- which means a lot less opportunity for fine tuning. </p><p></p><p>That may not really be a bad thing. I dunno. What I'm seeing, though, is the players seem a lot less engaged in the game when we aren't at the table -- they're spending less time between sessions working on their characters and thinking about the game that we did when we were playing 4e. </p><p></p><p>Future materials will present more options -- and multiclassing will double down on what we have once we have those rules. </p><p></p><p>There are a lot of us, though, who are players used to a lot of time tinkering around with character options -- heck, our message boards are packed with conversations about optimal builds for each class. it's a natural part of any enthusiast culture, but Next leaves me a little dry in that regard. </p><p></p><p>What do you folks think?</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 6120692, member: 150"] We've been playtesting in our home game for a little while now -- rebuilding with each new packet and giving Next as fair a shake as we can give it. And we're having a good time playing -- there's a lot to like about the new system, and a lot of the things we miss we can expect in future installments, by and large. But there's something that Next doesn't have that 3rd and 4th edition had in spades: ways for players to spend a lot of time tinkering with and tuning up their characters. Tweaking feat choices, class options, powers and spells, looking for cool combinations and synergies that really made for some high performing PCs. Naturally, Next is focused on new player experience right now, and the whole thing is vastly simplified. But, unless you're creating your own specialties so you can pick and choose feats you have far fewer choices -- with a lot less granularity and variability -- which means a lot less opportunity for fine tuning. That may not really be a bad thing. I dunno. What I'm seeing, though, is the players seem a lot less engaged in the game when we aren't at the table -- they're spending less time between sessions working on their characters and thinking about the game that we did when we were playing 4e. Future materials will present more options -- and multiclassing will double down on what we have once we have those rules. There are a lot of us, though, who are players used to a lot of time tinkering around with character options -- heck, our message boards are packed with conversations about optimal builds for each class. it's a natural part of any enthusiast culture, but Next leaves me a little dry in that regard. What do you folks think? [/QUOTE]
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Building a Hot Rod: What I miss most in D&D Next
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