Now An Official WOTC tm Playtester

ren1999

First Post
I signed up and joined the forum today.

This is what I pitched today based on some of your EN world comments and my own desires for the game.

Hello, this is Ren1999 formerly of Seattle -- now in Tokyo.

This is what I'm pitching for Dungeons and Dragons 5th Edition Next.

Overall Goals
1. Bring old D&D Video Game Gold Box goodness to the DND5 tabletop experience.
2. Weed out all duplicate martial powers, feats, spells, prayers and skills. Strengthen and scale each power as to be useful at higher levels.
3. Remove Fortitude, Reflex and Will Defenses and make all attacks and saves either a 1d20+ or 10+ the relevant ability modifier.
4. Use the 4 basic races of Dwarf, Halfling, Human and Elf to teach the core mechanics of the game but develope character themes so that a player is free to design any character of any monsterous or non-monsterous race as long as the party and Game Master agrees to allow it.
5. Use the 4 basic classes of Fighter, Rogue, Cleric and Wizard to teach the core mechanics of the game but develope class themes so that a player is free to mix and match likely skills and powers relevant to that themed class.
6. Keep healing surges but explain it as a store of potions that the cleric equips the party with or something similar to that.
7. Start each character with enough hit points so they don't die so quickly. Constitution score + 1HD or a static number like +10 will do just fine.
8. Really develope a monster building section so that DM's can easily design challenges for the party without killing them all. I'm thinking monsters of any race should have no more than 3 points higher or lower than the party in each stat.
9. Introduce the Cat-Folk as a playable race.
10. No race or class penalties. Players hate penalties.
11. Consider limiting total class levels to 30th level.
12. Consider limiting an ability to a score of 30 with a modifier of +25. That means magic and feats would only stack to about 6.
13. Have heavy notation next to each stat. For example, AC15 (natural+10, heavy shield+2, dex mod+3)
14. Have the skill noted to the right of each relevant ability. Dex 18(+4) (Disable Device+4)
15. Consider a world map containing all the previous campaigns of D&D together. I created one using the map of Earth 20,000 years ago.
16. Note each power, feat and spell with a concise summary within the stat block so everyone doesn't have to keep looking it up. For example, Weapon Proficiency (broadsword attack+1)
17. Consider standardizing the ranges of all powers so they might easily be remembered. Limit the damage of all powers. Continue to limit burst spells during an encounter.
18. Publish a book on tabletop gaming experiences. Give new players ideas about how to make a gaming session fun.
19. Try to keep encounter combat to about 5 rounds. Some like longer combat and shorter combat. The majority of players tire after 5 rounds.
20. Don't allow monsters or characters to have anything the other doesn't have. No recharge rolls for monsters if characters don't have it. No save or die rolls unless players are also willing to risk their character's lives on 1 roll. No automatic damage or half-damage unless players enjoy having to subtract hit points without having a chance. Sometimes they die from that automatic damage. So no.
 

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There are some objectionable points. I pick number 6:

Healing surges explaied as a stock of potion supply is a metagame concept I really don´t like:

It is hard enough to explain, why the artificier only has 2 potions and can never ever have more of them readied...
(My explanation is, that he uses an instabile formula, that he quickly admixes and constantly and subconsciously stabilizes while carrying them around)
But making all surges dependend on a cleric carrying those surges around seems like the most metagamey and impractical concept I could imagine...

The hit dice Idea as total mundane hitpoints over the course of day, but a lower reservoir of HP for single fights seems a lot better.

Healing magic could just restore hp directly or recover hit dice. There should not be assumed magic that allows the spending of hd to heal in an encounter several times per combat.
The most I can stomach would be the application of an orison or the heal skill, to recover those hd in a shorter time. Lets call those spells quick recovery which has nothing to do with healing.
 

Uh... you might want to wait to offer playtest feedback until you actually, you know, get to see the playtest material.

That said, I am glad that you are providing WotC with your feedback, but I think your prescription would fail to unify the fractured base. Your "healing surges as potions" idea, for instance, is awful IMHO, and wouldn't solve the issue most h4ters have with surges at all. Likewise, your "one map to rule them all" idea strikes me as terrible- I don't think most of us want Faerun shoved down our throat when we play Greyhawk.
 

I've subscribed for playtesting, but now that it's known we're stuck with premade characters and premade story I'm thinking in giving up...
 

They (Mearls? Memory fails...) already said they hope to have character creation rules out within a month or so of the playtest's start.

It's a little early to give up, IMO.
 

I've subscribed for playtesting, but now that it's known we're stuck with premade characters and premade story I'm thinking in giving up...

It makes a great deal of sense to start with pregens. Pregens allows WotC to establish a baseline set of values. A sort of control group. From this they will be able to get things like:

% of encounters where party victorious
% of encounters where a TPK happened
# of rounds to party/monster victory
Most common power used
Least common power used
Did any party member feel like they had nothing to do

And any number of other data points. Once that is done, it becomes so much easier for them to see if, as they add more options, the relative power levels of the participants (party, individual PCs, monsters, etc) changes dramatically and why.
 

You realize that "playtest" means you play the test material, right? And offer feedback on the specifics of what's in that material?

This is kind of like being asked to critique the manuscript of "The Lord of the Rings" and saying, "I haven't read the manuscript yet, but I think it should be about a school for wizards and a boy who survived an attack by an evil archmage as a baby." Tolkien isn't going to dump his current project and write a whole new book to your specifications.

It's a lot more helpful to say stuff like "I feel like Gandalf coming back in book 2 undercuts the impact of his 'death' in book 1. Also, do we really need to spend quite so much time in the Shire at the start? The story is great once it gets rolling, but it's a bit of a slog to get to that point." This is the sort of feedback a writer can use. Tolkien may or may not agree with you, but you are at least giving him suggestions relevant to the book he's written.
 

I've subscribed for playtesting, but now that it's known we're stuck with premade characters and premade story I'm thinking in giving up...

We will get the character creation rules, just not at first. I'm almost certain we will get to see a version of them by the time the game is shipped off to the printers.
 

It makes a great deal of sense to start with pregens. Pregens allows WotC to establish a baseline set of values. A sort of control group.

We will get the character creation rules, just not at first. I'm almost certain we will get to see a version of them by the time the game is shipped off to the printers.

I understand that. It's just I don't like to feel restrained by a previously written story. I'm the kind of guy who likes creating the game on the fly.

And, if I know most of my friends well, they won't like using premade characters.

I'm probably gonna wait for a next round :)

By the way, is there any way to legally looking at the adventure without running a game?
 

I understand that. It's just I don't like to feel restrained by a previously written story. I'm the kind of guy who likes creating the game on the fly.

And, if I know most of my friends well, they won't like using premade characters.

I'm probably gonna wait for a next round :)

By the way, is there any way to legally looking at the adventure without running a game?

Well, I'd be very surprised if they found a way to charge you with not trying out the game after reading the rules. That being said, this is to be a playtest, not a shiny new game. Playing in it should be fun, sure, but the goal here is to find whether or not the game works. We, as playtesters, are asked to check that, not to create an engaging story with heroes and villains and such, but to check whether the mechanical framework of the game is or is not broken.

That being said, I found this to be an insightful read
 

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