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Considering the D&D Next Playtest in Light of the WotC Seminars
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<blockquote data-quote="Connorsrpg" data-source="post: 5815456" data-attributes="member: 19265"><p>[MENTION=40961]Cadfan[/MENTION]</p><p></p><p>No - those are your goals.</p><p></p><p>We like to play a gritty style of game. We like the idea that if a guard is pointing a crossbow at you and says don't move, there is actually danger in moving - meaning, yes, you could die with that one shot.</p><p></p><p>In a game we played recently (not dnd) as group of elves in the woods, we snuck up on a camp of hobgoblins. Gaining surprise, we took out all of the hobgoblins in our initial volley.</p><p></p><p>Immediately the GM said something like "I am not sure about these rules, those hobgobs didn't stand a chance". We had been playing 4E prior to this, so it was a shock to see so many go down without getting a chance to use their powers.</p><p></p><p>Then, as a group, we went, "Nah, that was totally cool. If this was a movie, that would have looked great." If a bunch of elves gain surprise over a bunch of outsiders in the woods, they should be able to take them out.</p><p></p><p>Of course, you are probably thinking what if this was the reverse? Well, if the PCs wander into a dangerous area where there are known stealthy hostiles, are too confident to put up defenses, then yes it might. We are cool with that. It is not bad design to us. Those are YOUR goals/views.</p><p></p><p>We like the danger, and have crit charts with even greater damage possibilities that max/double damage. We love that style of play, and as I have said, have had some of our greatest moments (and memorable character deaths) playing this way.</p><p></p><p>I don't expect DnD Next to follow our style. I am merely stating it as a preference. I certainly won't say it is wrong if it doesn't do things the way we want. I just hope it is a solid rules set I/we can tinker with, as we have always done.</p><p></p><p>For the record - our last 4E campaign played out to its conclusion without a single PC death, even though there were only 3 PCs (with the odd help of an NPC at times). Often I didn't modify encounters, meaning I challenged them as if they were 5.</p><p></p><p>The big battles at the end included waves of fights, where they finished with at-wills and no APs.</p><p></p><p>Pretty epic stuff and a fun campaign overall, but at its conclusion, one player stated, "Looking at what we did, that was too easy. You took it easy on us". Obviously from our play style it certainly seemed that way given what they had achieved with no deaths (and only a very few near deaths - one on the last roll of the campaign <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p>Anyway - play styles vary. Designing a game suit them all will be hard, but I wish them luck.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5815456, member: 19265"] [MENTION=40961]Cadfan[/MENTION] No - those are your goals. We like to play a gritty style of game. We like the idea that if a guard is pointing a crossbow at you and says don't move, there is actually danger in moving - meaning, yes, you could die with that one shot. In a game we played recently (not dnd) as group of elves in the woods, we snuck up on a camp of hobgoblins. Gaining surprise, we took out all of the hobgoblins in our initial volley. Immediately the GM said something like "I am not sure about these rules, those hobgobs didn't stand a chance". We had been playing 4E prior to this, so it was a shock to see so many go down without getting a chance to use their powers. Then, as a group, we went, "Nah, that was totally cool. If this was a movie, that would have looked great." If a bunch of elves gain surprise over a bunch of outsiders in the woods, they should be able to take them out. Of course, you are probably thinking what if this was the reverse? Well, if the PCs wander into a dangerous area where there are known stealthy hostiles, are too confident to put up defenses, then yes it might. We are cool with that. It is not bad design to us. Those are YOUR goals/views. We like the danger, and have crit charts with even greater damage possibilities that max/double damage. We love that style of play, and as I have said, have had some of our greatest moments (and memorable character deaths) playing this way. I don't expect DnD Next to follow our style. I am merely stating it as a preference. I certainly won't say it is wrong if it doesn't do things the way we want. I just hope it is a solid rules set I/we can tinker with, as we have always done. For the record - our last 4E campaign played out to its conclusion without a single PC death, even though there were only 3 PCs (with the odd help of an NPC at times). Often I didn't modify encounters, meaning I challenged them as if they were 5. The big battles at the end included waves of fights, where they finished with at-wills and no APs. Pretty epic stuff and a fun campaign overall, but at its conclusion, one player stated, "Looking at what we did, that was too easy. You took it easy on us". Obviously from our play style it certainly seemed that way given what they had achieved with no deaths (and only a very few near deaths - one on the last roll of the campaign ;)). Anyway - play styles vary. Designing a game suit them all will be hard, but I wish them luck. [/QUOTE]
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