DnD Podcast April 13


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So the base core will kinda resemble Basic D&D, then we get classes that will kinda resemble AD&D 2nd edition classes (with more high level class features for fighters and rogues and at-will magic 'tricks' and spells for wizards and clerics like 3rd and 4th edition) and on top of that optimizers will be able to customize their characters with skill and feats like in 3rd and 4th edition. Tack on a 4th edition tactical module if you want.

I like it. :)

-YRUSirius
 

themes

I am hearing about the themes and how it works and i have to say that i am very excited about that. It seems themes would be one of my best feature in dndnext!
 

Heraldry is mentioned as a skill!

Core rules will look like Basic DnD, while classes will look more like the AD&D classes with a few more features, especially for fighters and rogues at higher levels.

Ninjaed :(
 

I'm expecting the 6 spells per level in the basic game will likely get plenty of flak.

It is pretty iconic of DnD from 1st through 3rd that Wizards had a large choice of spells.

Older DnD just hadn't built all the variety of spells that later compilations were filled with.

4th ed had a major falling out with the 3rd ed audience because of the number and type of spell choices supported when it was released.

I understand that spells take a large amount of page space but they would be better doing half the character levels and giving more spells per character level then doing more character levels with less spells.

This is just from my personal opinion on what will sell better and feel better to the audience.

People like to have the option of higher level play but it doesn't have to be supported from day 1. It can be saved for a later book when there is more development time and player interest to devote to it.

The Kit/Themes packaging sounds good though I'm wondering how locking in it will be to a set of 'customization'.

The nice feel of 3e/PF is that you are never 'forced' to take a feat. There are some combos that are clearly better but there are people that will enjoy not doing it.

I have that now in my current PF campaign with a player asking to mix his Alchemist with a Rogue Charlatan. The Charlatan is not the best power choice but the player likes that I use Rumours in my campaign as part of the weekly material and wants to get in on the action.

PF allows this while I'm wondering if the Themes will limit later branching.
 

Friends and Family playtest is 1100 people. Thats a lot more than I would have thought...

Some of the comments on how they're interpreting that feedback made me nervous. On more than one occassion, they basically stated that they ignore what people say (what editions they prefer, the fact that they don't like something) because they know how to REALLY interpret the feedback.

They also implied that they ARE taking the polls on the WOTC site fairly seriously.

I really hope that they get some professionals to design the questionaires that they'll presumably be giving to the playtesters.
 

I understand that spells take a large amount of page space but they would be better doing half the character levels and giving more spells per character level then doing more character levels with less spells.

I wonder how much this could back fire no matter witch way they go.

I imagin that 6 spells per level over 20 levels (well 9 spell levels) would be 54 spells. Imagin if the game only went 12 levels (6 spell levels) but each level has 10 spells per level still sounds like so few (60 spells). If the game only went to level 6 (3 spell levels) you could have 18-20 spells per level and be way more in line with 2e or 3e.

I don't think anyone would be happy with a 6 or 7 level core, few would want a 10 level core, I bet most could deal with a 12 level core, but to get the most out of it atleast 15-18 levels is the minimum... and atleast a few will feel 30 is the lowest.

I am unsure how such an exchange can be made.

I personaly would want to see 60-70 spells per class (with some over lap so they are not all unquie) over 11 spell levels over 20 class levels.

I would start with 4-5 0th levels 7-8 1st through 5th level spells 4-5 6th-7th level spells and 3-4 8th and 9th level spells, and 1 or 2 10th level spells

so about 60 spells each, if we figure cleric, wizard, druid, and sorcerer all got 20 unque spells, and 15 spells appear on all 4 lists, and the rest cross over between 2, then it is 145 spells for those classes. If we assume that paliden, ranger, assasin, and one I am forgeting (just in case) each make up most of there spell list from the other lists and 6 unqie ones (bringing us up to 170 spells)
 

I suspect that a limit of six spells per level implies that we're talking "combat" spells - ergo, that "rituals" are still included in some way.

Still a number that suggests "bare minimum" rather than "adequate".
 

Even if they are using the idea of rituals to cover some of the spells, I don't think people would be happy with less than 20 real choices per level.

AD&D to PF have around 30 choices for 1st level with a decreasing number as a player levels for Wizards.

The Schtick of a Wizard is that they tend to do less and less often; so, they need a few more choices to give them character.

It also compares with the fighters having their list of weapons.

If you showed a player a version of DnD that allowed Fighters to choose from Short Sword, Long Sword, Axe, and Mace then they would be upset because there was a missing feel from all the other types of weapons they could traditionally pick to use and 'customize' their fighting appearance and style.

If you don't have the page space then do 12 spells per level at every level for the first 5 to 6 levels (60 to 70 initial spells for those first levels with a goal of closer to 150 to cover the first 10 levels plus more from splat to fill out the levels more) with a promise to have the 2nd part of the game delivered in 6 months when people are expected to be reaching that level (you can even DDI some support material 3 to 4 months in for those players already reaching the initial 'maximum' level).
 

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