D&D 5E My Guess - How 5e Will Work

I don't think they'll go the build points route.

First of all, I think it's too "not D&D" for them to seriously consider it. The only time D&D used anything resembling this was the old 2e Skills and Powers books, and my impression is that a lot of people didn't like them very much (I liked the idea at first, but it proved too unbalancing).

Beyond that, it would be nightmarish to "get the math right" under the system you propose. Hp and base attack could be all over the place unless you presuppose that those two will always be maxed, in which case why even have the option.

Also, this doesn't seem to correspond to any of the info that's been leaked or announced. I don't think it's very likely that they'll use a point based system.
 

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For a second, I thought you were trying to say that the build points were for the DM to build the campaign expectations and options.

And, I was excited.

Then I realized you're just setting "power levels" for characters.

And, I was less excited.
 

No, I don't think so. Too different from traditional D&D, and too close to point-based char building games such as GURPS, Hero or Mutants & Masterminds.

Even 3e and 4e's style of char build game, which is more restrictive than the 'buy anything with points' style is still far too much choice for an old schooler. Old schoolers often don't even want feats, skill points, 4e's power choice, 3e's easy level stacking or any other kind of char building options.
 

It just seems too complex.

I envision D&D 5 being a combination of the best of 4th Edition and Pathfinder.

Wizards need to roll versus will for spells.
But players need to roll will saves versus continued effects.

Throw out half damage. Just allow the player character to keep trying the encounter or daily power until they get a success -- then count that as a power usage.

Feats, Powers, Utilities, etc.. are ridiculous. Combine them all together as many are repetitive.

Triggered, Opportunity, Reaction, etc.. combine them all together. Allow player characters to have triggered actions too. Allow player characters to have recharge powers too.

Work on the math of many monsters as many haven't even been play tested. Most of the defenses are not even remotely based on the ability scores, yet characters have to conform to them.

Hit points should be standardized as the constitution score plus 12 every level for fighter types. +10 for rouge types. +8 for cleric types. +6 for wizard types.

Make encounter powers out of at-will powers by adding 1 target and +1[w] damage, then get creative with adding a condition.

Make daily powers out of at-will powers by adding 2 targets and +2[w] damage. Add a burst to spells and prayers.

Leave the designing of D&D 5 to people who actually play or play test the game.

Ask more about DM's house rules for clues on how DnD5 should progress.

DM's need more guidance.
If an encounter drags on in a play test, take note of how many rounds an encounter lasts. If it lasts over 5 rounds, then that means more laborious rolling and less role-playing. Keep reducing the hit points of all monsters until the party can resolve combat within 5 rounds.

At the same time, ensure that no monster can kill a player in under 5 rounds. You'll lose your players if you keep killing off their characters.

A good rule of thumb is don't allow monsters to have AC and defenses over 3 points of the players. Don't let monsters have under 3 points so that they'll be sufficiently challenged.

Make sure that the total level of all the monsters does not exceed the total level of the party.

Actually play test the offense abilities of the monsters. You'll find that many do too much damage, or cause overwhelming conditions. Adjust that. The attack bonuses are a little too high and really don't reflect the ability scores of the monsters. Reduce the power to just one condition. Some monster at-wills should be encounter or daily powers.

My Dungeons & Dragons Crude Javascript Hybrid Game: A 3rd Level Party Versus The Yellow Creeper kira3696.tripod.com/CombatTracker.rar
 
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I think people are forgetting one of the promises made by the designers - an old schooler can sit down and play next to the 4e player at the same table.

Here is an example with all of the point calculations in the background:

The player is an old schooler who wants to play a melee fighter. He selects the "slayer" theme for his fighter.

Every level he can add the following on his character sheet.

1) Select a category of melee weapon (axes, swords, etc.) You get +1 damage whenever you hit with a weapon in this category. OR add 2 extra hp.

2) Select a single weapon. You get +1 to hit with this weapon. You may select the same weapon up to 4 times. OR add 1 extra hp.

3) [SKILL MODULE] You get +1 to your Strength check when you swim or climb. OR add 2 extra hp.

4) [FEAT MODULE] You do not get damage option 1 above - instead you get a feat at levels 3, 6 and 9.

If the old schooler hates skills and feats, he has options that are the equivalent.

Now what if the DM thinks this campaign is too gritty? He adds on the grid module that gives options to push and pull opponents and the 4e power module that gives encounter and daily powers for fighters.
 

For a second, I thought you were trying to say that the build points were for the DM to build the campaign expectations and options.

And, I was excited.

Then I realized you're just setting "power levels" for characters.

And, I was less excited.

The DM is setting the campaign expectations and options, in concert with the players. Remember he has to use the same modules to build his NPC's.

The monster manual will have a core rules creature, then say
"Use X feat if you are using the feat module."
"Use X skills if you are using the skills module."
Etc.
 


I really like point buy systems but I doubt it will be exactly that way for D&D Next. D&D has really only done this kind of thing one time with Skills and Powers book back in 2nd ED (which my group loved) and it had limited point buy options. I also don't think it will be 4E with Pathfinder mixed in, you might be able to build a game like that with modules but I highly doubt it will be the core rules. I think the core will be very flat basic math with options to build on (ie. add feats/skills/maneuvers etc.). Whatever it is I'll give it a shot as I did with every edition I've played, I just hope they don't fall short on their goals because not only does it allow for multiple play styles at a table but allows one rule set to be used for different types of games like a miniature game or a old school minds eye styled game.
 

I think if they were going to make D&D a GURPS clone, they would have done that last edition. That's pretty much the opposite of an appeal to prior editions, no matter how you stack it.
 

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