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Mike Mearls: "D&D Is Uncool Again"
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<blockquote data-quote="Faolyn" data-source="post: 9622834" data-attributes="member: 6915329"><p>I'd been following him while he's been creating his Odyssey game, although I'm still a bit behind. It's sort of an OSR-ified 5e, I'd say. At least as of mid-February. Stats are point spread, not random. Mostly D&D races (human, wood elf, dwarf, sylvan ape(!)), and classes (the big four, plus monk), backgrounds give skills and you can pick talents (e.g. feats) as you level up, but your race and class give you fewer traits. There are subclasses, although I think only one has been detailed (Brute fighter). Classes are divided up into Apprentice (level -1), Novice (level 0), and Veteran (levels 1-10). Hit points are a flat number.</p><p></p><p>You also have Aspects, which are divided into one Drive--your goal--and two Impulses, which should oppose each other in some way. An example is "protect the weak but crush those who oppose me." Then you assign them to various parts of a d20: one is 1-12, the second is 13-18, and the third is 19-20. So if you don't know what to do with your character, roll a d20, see what aspect is rolled, and RP that.</p><p></p><p>Spells are simplified and have a "beyond the rules" section giving you, well, the other rules for the spell beyond the most obvious one. <em>Dancing lights </em>creates two motes of light; beyond the rules: they can be used as a distraction. Or <em>misty step</em> lets you teleport 15'; beyond the rules: it's a swift spell and thus can be cast more than once per turn. </p><p></p><p>Edit: pressed enter too soon, apparently. Monsters--or at least orcs, since that's the only one I've seen statted up--are written to be used across multiple tiers of play, so a tier 1 orc does 1d12 damage with an axe while a tier 4 orc has two attacks that do 1d12+1 damage. They also have a Death Spasm, which is sort of a reaction that's taken when they drop to 0 hp. In the case of orcs, they can move and make one attack, then die.</p><p></p><p>The last playtest packet I've read was on Regions. The area is described, there's a small encounter table which gives the encounter's DC, then an Evolution section, which is a list of things that will/could happen if the region's main threat is destroyed.</p><p></p><p>All in all, it seems pretty cool. I wasn't getting the impression that it was going to have <em>particularly</em> deadly rules, although perhaps the Apprentice and Novice levels are designed to be a meat grinder thing. I haven't tried making a character in it, though.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9622834, member: 6915329"] I'd been following him while he's been creating his Odyssey game, although I'm still a bit behind. It's sort of an OSR-ified 5e, I'd say. At least as of mid-February. Stats are point spread, not random. Mostly D&D races (human, wood elf, dwarf, sylvan ape(!)), and classes (the big four, plus monk), backgrounds give skills and you can pick talents (e.g. feats) as you level up, but your race and class give you fewer traits. There are subclasses, although I think only one has been detailed (Brute fighter). Classes are divided up into Apprentice (level -1), Novice (level 0), and Veteran (levels 1-10). Hit points are a flat number. You also have Aspects, which are divided into one Drive--your goal--and two Impulses, which should oppose each other in some way. An example is "protect the weak but crush those who oppose me." Then you assign them to various parts of a d20: one is 1-12, the second is 13-18, and the third is 19-20. So if you don't know what to do with your character, roll a d20, see what aspect is rolled, and RP that. Spells are simplified and have a "beyond the rules" section giving you, well, the other rules for the spell beyond the most obvious one. [I]Dancing lights [/I]creates two motes of light; beyond the rules: they can be used as a distraction. Or [I]misty step[/I] lets you teleport 15'; beyond the rules: it's a swift spell and thus can be cast[I] [/I]more than once per turn. Edit: pressed enter too soon, apparently. Monsters--or at least orcs, since that's the only one I've seen statted up--are written to be used across multiple tiers of play, so a tier 1 orc does 1d12 damage with an axe while a tier 4 orc has two attacks that do 1d12+1 damage. They also have a Death Spasm, which is sort of a reaction that's taken when they drop to 0 hp. In the case of orcs, they can move and make one attack, then die. The last playtest packet I've read was on Regions. The area is described, there's a small encounter table which gives the encounter's DC, then an Evolution section, which is a list of things that will/could happen if the region's main threat is destroyed. All in all, it seems pretty cool. I wasn't getting the impression that it was going to have [I]particularly[/I] deadly rules, although perhaps the Apprentice and Novice levels are designed to be a meat grinder thing. I haven't tried making a character in it, though. [/QUOTE]
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