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Do we really need D&D:Next to be the One Edition?
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<blockquote data-quote="Abstruse" data-source="post: 5947607" data-attributes="member: 6669048"><p>Three things from the playtest document itself. First, the core rules are simple and clear. Attribute checks, contests, and saves are very simple to rule. Second, the characters feel heroic out of the gate while still being mortal. Third, they've got the feel of 1st/2nd edition down.</p><p></p><p>Now, on to things that aren't in the playtest but have been talked about by the designers, some in detail.</p><p></p><p>- Characters will be modular but balanced. You can have a character with a lot of different options or one with fewer options and still have them both balanced against one another.</p><p></p><p>- The tactical rules module will reflect the sort of tactical play from 4e, with shifting, sliding, pushing, and pulling. It will also not be required on an encounter-to-encounter basis so I can run one encounter in the 1st Ed theater of the mind style and the second in a grid-and-minis 4e style with the same group of characters.</p><p></p><p>- I can build my encounters with a strict encounter budget and set it up in an episodic manner like 4e, or run something more like the Caves of Chaos adventure in the playtest document that's more fluid.</p><p></p><p>- Monsters will be both plug-and-play in 4e style where I can easily build an adventure as well as giving me options for leveling monsters up or down to give a different and unique challenge.</p><p></p><p>All of these things point to me getting exactly what I want out of a new edition - the ability to play the game how I want to play it and how my players want to play it with very little debate. They can make the characters they want, and I can write the style of adventures I want to write. And from the way they talk about it, this is exactly how it is in the in-house playtest.</p><p></p><p>Are there rough edges? Yes. There's at least a dozen threads on here and other places talking about them. They've also admitted that they noticed a lot of problems they didn't see before the larger playtest group - swarm encounters and the Shadowrunesque dice rolling required, healing options, AC balance, over- and under-powered spells. That's exactly why they're doing a playtest. So they can find all these problems early instead of having a 20 page errata.</p><p></p><p>So yes, I'm optimistic. Because everything I've seen about the game is exactly what I want and need. Easy to run, easy to play, easy to customize. What more can you want from a roleplaying game?</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5947607, member: 6669048"] Three things from the playtest document itself. First, the core rules are simple and clear. Attribute checks, contests, and saves are very simple to rule. Second, the characters feel heroic out of the gate while still being mortal. Third, they've got the feel of 1st/2nd edition down. Now, on to things that aren't in the playtest but have been talked about by the designers, some in detail. - Characters will be modular but balanced. You can have a character with a lot of different options or one with fewer options and still have them both balanced against one another. - The tactical rules module will reflect the sort of tactical play from 4e, with shifting, sliding, pushing, and pulling. It will also not be required on an encounter-to-encounter basis so I can run one encounter in the 1st Ed theater of the mind style and the second in a grid-and-minis 4e style with the same group of characters. - I can build my encounters with a strict encounter budget and set it up in an episodic manner like 4e, or run something more like the Caves of Chaos adventure in the playtest document that's more fluid. - Monsters will be both plug-and-play in 4e style where I can easily build an adventure as well as giving me options for leveling monsters up or down to give a different and unique challenge. All of these things point to me getting exactly what I want out of a new edition - the ability to play the game how I want to play it and how my players want to play it with very little debate. They can make the characters they want, and I can write the style of adventures I want to write. And from the way they talk about it, this is exactly how it is in the in-house playtest. Are there rough edges? Yes. There's at least a dozen threads on here and other places talking about them. They've also admitted that they noticed a lot of problems they didn't see before the larger playtest group - swarm encounters and the Shadowrunesque dice rolling required, healing options, AC balance, over- and under-powered spells. That's exactly why they're doing a playtest. So they can find all these problems early instead of having a 20 page errata. So yes, I'm optimistic. Because everything I've seen about the game is exactly what I want and need. Easy to run, easy to play, easy to customize. What more can you want from a roleplaying game? [/QUOTE]
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