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Played our first D&D Next Session - Questions and Impression
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<blockquote data-quote="jbear" data-source="post: 5920996" data-attributes="member: 75065"><p>Alright, I've just downloaded playtest material and have begun reading through. At pg 13 I feel the need to stop reading and go back and re-read and share my opinions on certain things, all largely positive so far. So for ye who asked about 4e fans lack of response, here comes one:</p><p></p><p>How to Play section:</p><p></p><p>I like opposed checks being called a contest. Simple, logical and conveys meaning.</p><p></p><p>I like that saving throws are just based off the relevant ability. Simple and clean.</p><p></p><p>I like the idea of advantage and disadvantage. It is a far more meaningful advantage or penalty rolling 2d20s than the DM's +2/-2 friend or Combat Advantage. The rogue just became an avenger. This will be interesting to see how it plays out in actual gameplay.</p><p></p><p>Stats: I like that these are the new skills. Dex is very stacked though isn't it? I like that CON determines starting HP. So HPs are lower than 4e but not as low as earlier editions, which I'm fine with.</p><p></p><p>Interesting that the height you can jump is a fixed distance determined by strength. That will get rid of wasting some time calculating. I wonder how that interacts with trying to make a heroic jump higher than that? I guess that enters DM judgement zone and setting a DC for a strength roll. Maybe that height is if you roll a 10.</p><p></p><p>I like the simplicity of the swimming, crawling and climbing movement. Real easy to remember. Standing up is no big deal any more.</p><p></p><p>I like the differentiation between searching for something and searching for someone, in so far as how specific you have to be as to where you are looking. This will lead back to players engaging with an area in more detail rather than just 'searching the room'.</p><p></p><p>Surprise is only a small advantage in that you get to act first. Fair enough. Why even bother with a roll? Just ... go first. </p><p></p><p>I think being able to move, do stuff and move again is cool. I haven't seen any mention of 1-2-1 movement. I'm in the camp which is in favour of not seeing it, so that is good. It would only slow things down. </p><p></p><p>I love that improvise is there is a combat action! Nice one!!!</p><p></p><p>I also like the fact that drawing a weapon or whatever is so inconsequential that you just do it. Fully approve. I'm starting to be able to imagine battle being quick and flowing where you come up with stuff that you just do because you aren't trying to work out if you have enough actions available to do that, eg. pull out both swords and then move and attack or whatever.</p><p></p><p>I like that shooting long range is calculated with 'disadvantage'. </p><p></p><p>Critical Hits = max damage ... a bit bland as it stands. I like that it doesn't have to be confirmed. I hope good optional rules are added. e.g max dmg and then roll to confirm an additional effect.</p><p></p><p>I like the dying rules. 3 saving throws but to stabilise instead of 3 failed saves and you're dead. This is one I'll look forward to seeing how it actually plays out.</p><p></p><p>HP recovery. You need a healing kit to be able to self heal after a fight, even a short rest. So, your healing kit runs out ... trouble. Fair enough. I like how they have linked this to Healing Surges (renamed hit dice). The long rest information seems slightly different from what M. Mearls was discussing recently, with a flat out full recovery. I think I prefer the way that he was discussing though I can't recall specifics. Or perhaps I misinterpreted his words. To be honest I'd prefer a system that was easy and elegant but still wasn't full auto recovery. </p><p></p><p>So ... 13 pages in and lots of little things that I'm liking. It seems like it will be easy to learn the rules and remember them off the top of my head. Real easy. It seems like it's geared towards both player and DM creativity. These are 2 hugely important factors for me. </p><p></p><p>I liked one of the comments that I read in this thread. The simplicity is the kind of simplicity that can lead to all sorts of really cool complexity <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="jbear, post: 5920996, member: 75065"] Alright, I've just downloaded playtest material and have begun reading through. At pg 13 I feel the need to stop reading and go back and re-read and share my opinions on certain things, all largely positive so far. So for ye who asked about 4e fans lack of response, here comes one: How to Play section: I like opposed checks being called a contest. Simple, logical and conveys meaning. I like that saving throws are just based off the relevant ability. Simple and clean. I like the idea of advantage and disadvantage. It is a far more meaningful advantage or penalty rolling 2d20s than the DM's +2/-2 friend or Combat Advantage. The rogue just became an avenger. This will be interesting to see how it plays out in actual gameplay. Stats: I like that these are the new skills. Dex is very stacked though isn't it? I like that CON determines starting HP. So HPs are lower than 4e but not as low as earlier editions, which I'm fine with. Interesting that the height you can jump is a fixed distance determined by strength. That will get rid of wasting some time calculating. I wonder how that interacts with trying to make a heroic jump higher than that? I guess that enters DM judgement zone and setting a DC for a strength roll. Maybe that height is if you roll a 10. I like the simplicity of the swimming, crawling and climbing movement. Real easy to remember. Standing up is no big deal any more. I like the differentiation between searching for something and searching for someone, in so far as how specific you have to be as to where you are looking. This will lead back to players engaging with an area in more detail rather than just 'searching the room'. Surprise is only a small advantage in that you get to act first. Fair enough. Why even bother with a roll? Just ... go first. I think being able to move, do stuff and move again is cool. I haven't seen any mention of 1-2-1 movement. I'm in the camp which is in favour of not seeing it, so that is good. It would only slow things down. I love that improvise is there is a combat action! Nice one!!! I also like the fact that drawing a weapon or whatever is so inconsequential that you just do it. Fully approve. I'm starting to be able to imagine battle being quick and flowing where you come up with stuff that you just do because you aren't trying to work out if you have enough actions available to do that, eg. pull out both swords and then move and attack or whatever. I like that shooting long range is calculated with 'disadvantage'. Critical Hits = max damage ... a bit bland as it stands. I like that it doesn't have to be confirmed. I hope good optional rules are added. e.g max dmg and then roll to confirm an additional effect. I like the dying rules. 3 saving throws but to stabilise instead of 3 failed saves and you're dead. This is one I'll look forward to seeing how it actually plays out. HP recovery. You need a healing kit to be able to self heal after a fight, even a short rest. So, your healing kit runs out ... trouble. Fair enough. I like how they have linked this to Healing Surges (renamed hit dice). The long rest information seems slightly different from what M. Mearls was discussing recently, with a flat out full recovery. I think I prefer the way that he was discussing though I can't recall specifics. Or perhaps I misinterpreted his words. To be honest I'd prefer a system that was easy and elegant but still wasn't full auto recovery. So ... 13 pages in and lots of little things that I'm liking. It seems like it will be easy to learn the rules and remember them off the top of my head. Real easy. It seems like it's geared towards both player and DM creativity. These are 2 hugely important factors for me. I liked one of the comments that I read in this thread. The simplicity is the kind of simplicity that can lead to all sorts of really cool complexity :D [/QUOTE]
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