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General Tabletop Discussion
*Dungeons & Dragons
Notes from the underground: a few opening thoughts about D&D Next or 5e.
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<blockquote data-quote="thedungeondelver" data-source="post: 5919738" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Going forward, let me say that this doesn't discuss mechanics much. I read what 4e players write about mechanics and get a serious case of MEGO (to be fair I also do when reading <strong>PATHFINDER</strong> and 3e mechanics discussion) so sadly for people who delve (ha!) deeply into that, there's none of it.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Also, these are just a few jotted-off thoughts, a sort of appetizer if you will, for the main course to come as people play.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Finally, this covers the playtesting I did in March and April, <strong>not necessarily what has just come today</strong>. My likes/dislikes may well have been addressed. I don't know, the latest playtest packet download is made of fail (seriously, I click the email link and get taken to a Wizards "Help" page that tells me what I'm asking for is a FAQ in Japanese. yes.)</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Without further ado...</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Notes from a die-hard 1e fan:</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Character Creation: Hm. It's hard to mention without violating the "no mechanics" post rule. SO I will say this: I understand if the mods yank it. With that said: 4d6 6 times, drop lowest, arrange to taste. IOW, "Method II". LIKE. STRONG LIKE. Yes, racial and class bonuses modify. </span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Themes: Love. It's like a little on paper version of your miniature; a character sketch, that adds a little emergent gameplay to the DM's arsenal of "What happens next" tools.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"><em>I like themes enough that I am going to incorporate them into my 1e games</em>. </span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Magic: Love/Hate. Love that it's vancian and all of the classic spells seem to be back. Hate the fact that it's so fiddly, mechanically. Basically it's I as caster roll to see how "strong" my spell will be, then roll an attack, then you as a target roll to resist (save). I would likely discard how magic works entirely and go back to the 1e system. I see magic-users becoming just overpowering at <em>low</em> levels otherwise. Here's the good news: <strong>D&D<em>n </em></strong>seems to support that amount of modularity. More on that at the bottom.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Saving throws: Like. There are more, and more granular ones again.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Combat: Like. Fast, fluid, just how it should be. Did not seem fiddly at all. Left a lot to the DMs discretion. I hope that's a feature not a bug. Example: I jumped over a running stream, grabbed a goblin by the head, and killed him by smooshing my thumbs into his eye sockets. There's no "tumbling" nor "grappling" or anything involved with that, I just told the DM what I was going to do and he had me make a to-hit roll to grab the goblin, then a strength roll, with a sufficiently high enough roll indicative of goring out the goblin's brains.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">Modularity: I saw...one? thing in the rules that was boxed as "Optional rule!". If they're going to try and sell it on the idea of modularity this needs to be addressed.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">All in all, the game <em>felt</em> like a heavily houseruled Moldvay <strong>BASIC D&D</strong>. And that is a very, very good thing.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'">So to sum up: Themes: YAY. Magic: BOO! Combat: YAY! Modularity: WTF.</span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 5919738, member: 34865"] [FONT=century gothic] Going forward, let me say that this doesn't discuss mechanics much. I read what 4e players write about mechanics and get a serious case of MEGO (to be fair I also do when reading [B]PATHFINDER[/B] and 3e mechanics discussion) so sadly for people who delve (ha!) deeply into that, there's none of it. Also, these are just a few jotted-off thoughts, a sort of appetizer if you will, for the main course to come as people play. Finally, this covers the playtesting I did in March and April, [B]not necessarily what has just come today[/B]. My likes/dislikes may well have been addressed. I don't know, the latest playtest packet download is made of fail (seriously, I click the email link and get taken to a Wizards "Help" page that tells me what I'm asking for is a FAQ in Japanese. yes.) Without further ado... [FONT=Century Gothic]Notes from a die-hard 1e fan: Character Creation: Hm. It's hard to mention without violating the "no mechanics" post rule. SO I will say this: I understand if the mods yank it. With that said: 4d6 6 times, drop lowest, arrange to taste. IOW, "Method II". LIKE. STRONG LIKE. Yes, racial and class bonuses modify. Themes: Love. It's like a little on paper version of your miniature; a character sketch, that adds a little emergent gameplay to the DM's arsenal of "What happens next" tools. [I]I like themes enough that I am going to incorporate them into my 1e games[/I]. Magic: Love/Hate. Love that it's vancian and all of the classic spells seem to be back. Hate the fact that it's so fiddly, mechanically. Basically it's I as caster roll to see how "strong" my spell will be, then roll an attack, then you as a target roll to resist (save). I would likely discard how magic works entirely and go back to the 1e system. I see magic-users becoming just overpowering at [I]low[/I] levels otherwise. Here's the good news: [B]D&D[I]n [/I][/B]seems to support that amount of modularity. More on that at the bottom. Saving throws: Like. There are more, and more granular ones again. Combat: Like. Fast, fluid, just how it should be. Did not seem fiddly at all. Left a lot to the DMs discretion. I hope that's a feature not a bug. Example: I jumped over a running stream, grabbed a goblin by the head, and killed him by smooshing my thumbs into his eye sockets. There's no "tumbling" nor "grappling" or anything involved with that, I just told the DM what I was going to do and he had me make a to-hit roll to grab the goblin, then a strength roll, with a sufficiently high enough roll indicative of goring out the goblin's brains. Modularity: I saw...one? thing in the rules that was boxed as "Optional rule!". If they're going to try and sell it on the idea of modularity this needs to be addressed. All in all, the game [I]felt[/I] like a heavily houseruled Moldvay [B]BASIC D&D[/B]. And that is a very, very good thing. So to sum up: Themes: YAY. Magic: BOO! Combat: YAY! Modularity: WTF. [/FONT] [/FONT] [/QUOTE]
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Notes from the underground: a few opening thoughts about D&D Next or 5e.
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