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[Playtest Report] All Spellcasting Party

ferratus

Adventurer
So I got three players together to try out D&D.

Player 1: Doesn't play D&D anymore, but moved onto different systems during the 3e era and missed 4e. He made up a Warlock because it had the newest and most interesting mechanic, and kept saying "that's awesome" to various 4e innovations (like at-will wizard spells).

Player 2: Played D&D a few times when she was 10, but hasn't played since. Missed both 3e and 4e, with no other RPG experience.

Player 3: My wife, who likes telling stories about D&D games she played in afterwards, but takes little interest in D&D outside the session itself and rarely takes a pro-active role in the session itself.

Player 1 was the Dwarf Warlock (Survivor, Sage) Aldon, an exile from Mithril Hall for making a pact with Ogremach, Prince of Elemental Evil Earth (he wanted to refluff the powers of the Oak Queen to some sort of Gem Lord, so I suggested one.)

Player 2, Like most novice female characters, wanted to play an bishonen elf magic user named Raith. This is why having simple and complex classes doesn't really work fellas. She had help from the other two players though to get her through. "His" background was bounty hunter, and her speciality was magic-user.

Player 3, Played a human cleric named Torvald because in her words "every party needs a cleric I guess" (and she didn't want to bother with racial abilities). She was an acolyte and a soldier for her speciality and background. She really roleplayed up the soldier aspect, which made me slip up and call "him" a paladin from time to time.

I guess I can't really do a play by play of what they did because of spoilers, so I guess I'll just give you my thoughts and theirs.

Player 1 was worried that his warlock blasting abilities were overshadowing the wizard and cleric in terms of raw damage.

I noted that in 4e this wasn't a problem because you had roles, where everyone had high rolls to make even if it wasn't damage. 5e seems to have roles without mentioning it, or by implementing it half-arsed. The wizard fell down a lot because the party didn't have a "defender", while the cleric soon ran out healing spells because it wasn't her job to keep everyone up and healed all the time.

So if the characters are supposed to be relatively self-sufficient, why have some characters with higher defenses or higher damage? In other words, does a wizard need to prepare a shield or stoneskin spell to survive like she did in 3e? Is it a matter of each character maximizing damage output or minimizing damage input, or do you make sure the roles of striker, defender and leader are covered?

DM's concern:

Skill DC's - It didn't seem hard to reach the hard DC's and my PC's made a couple DC's that only gods were supposed to make with a +6 to a skill check. A hard check isn't really hard if you succeed 50% of the time, and while mortals doing what gods can do at high levels isn't bad, it doesn't seem like they should be able to do it with a roll of 18-20 at first level. A tweak of the DC's 2-4 points up seems better (hard should be DC 20 to feel like it is hard to do). Otherwise, (to prevent stat inflation) perhaps skill training doesn't improve your skill bonuses, but instead allows you to take 10 on simple tasks related to that skill.

No morale rules - I know you guys are good enough DM's to be able to do without them, but I need them to keep from going on auto-pilot and fighting to the death. I know it is my fault, but I've been trying to change for 2 editions now, and I can't. Bring back my morale rules as an option. I need help making a decision of whether it is a rout or not.

That should be about all I want to talk about for now.
 

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The person who DM'd for me noticed the same thing about skill check DC's. That's the problem with the flat math system. I think the flat math would actually work a lot better with a 3d6 base, but I don't think that's gonna happen.
 

The person who DM'd for me noticed the same thing about skill check DC's. That's the problem with the flat math system. I think the flat math would actually work a lot better with a 3d6 base, but I don't think that's gonna happen.

Just an FYI. "Flat math" has come to be a shorthand for "bounded accuracy". I don't know why. That doesn't seem to be how you're using it here.

I'm not sure how a more curved distribution solves the basic issue of some DCs being too low, either. (or how a flat curve particularly causes them, for that matter.) Care to explain more?
 

Interesting ideas. One reason why DCs may be lower and skill checks easier is so that DM and players can fore ground the story/narrative in the game, rather than foreground the die rolling that might too often lead to failure. In the game that Chris Perkins ran at GenCon, many of the DCs he set were merely DC 10. Players were trying things untrained, and failing. Even with training sometimes the PC would fail, but often he would succeed, which kept the game moving. If DCs are too high, then many players won't try to do interesting things.

I think I would like a campaign where lots of things are possible, but, if someone else wants a campaign that makes actions more difficult, the DM can always boost the DC scores, and just grant advantage when players come up with good ideas to use their abilities (or not).
 

I'm not sure how a more curved distribution solves the basic issue of some DCs being too low, either. (or how a flat curve particularly causes them, for that matter.) Care to explain more?
It makes it so that easier tasks are really, really easy to hit and hard tasks are really, really hard. The strong central tendency to the dice probability makes your actual bonus a lot more significant.

DC 16, for example is a really tough hit with a +0 bonus, and still fairly unlikely at +3. A +6 bonus, however, gives you better than 50% odds.

It means that high bounded DCs have more bite, and that untrained PCs can't hit them as easily.

(FWIW, skill DCs are one of my main concerns about Next. When your untrained Fighter with a +0 dex bonus can pick average locks with relative ease, there's a problem in my book.)

-O
 


I tried building a light-armored, Human Guardian Fighter for playtesting and I have to say, it was rather not good. It wasn't putrid, but with the way things stand now even the Human bonuses couldn't quite keep it up to snuff with STR-CON-DEX building. Even starting just one point down in AC made a big difference. I had the same AC as the Human Wizard when we were battling the Orcs.

The Human stat boost was huge too. I started with an 18 Strength while still having 14+ in both CON and DEX.
 

It makes it so that easier tasks are really, really easy to hit and hard tasks are really, really hard. The strong central tendency to the dice probability makes your actual bonus a lot more significant.

DC 16, for example is a really tough hit with a +0 bonus, and still fairly unlikely at +3. A +6 bonus, however, gives you better than 50% odds.

It means that high bounded DCs have more bite, and that untrained PCs can't hit them as easily.

(FWIW, skill DCs are one of my main concerns about Next. When your untrained Fighter with a +0 dex bonus can pick average locks with relative ease, there's a problem in my book.)

-O
I agree. As it stands now, you're not supposed to call for a check unless you want there to be a good chance of making it. Determining the DC and adding a skill bonus doesn't change the odds that much. The whole skill system doesn't really do anything. It's just kind of there.

i.e. I don't think the play experience between a group not using skills and using 10 for all the DCs, and a group using skills but keeping the skill mods and DCs hidden, would be perceptibly different.

I liked the sound of Monte Cook's skill system from an old Legends & Lore:
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Difficulty Class Warfare)
 

Did they have fun? What was the most fun? What was the least fun?

Yep, everyone had fun, but then everyone has always had fun in my games, whether it be 2e or 4e. I would say that everyone found playing CN alignments was the most fun rather than a particular class per se. The wizard probably had the least amount of fun when she had to sit out a few rounds from being knocked unconcious multiple times, and the warlock spammed his high damage eldritch blast power and didn't really do anything else, so there might be some tweaking needed there so that doing damage isn't the default action for the warlock. With monsters having less hp like in 1e/2e, there seems to be too much reward in just focusing fire and taking them down quickly. But the warlock's basic attack is a bit more damage than an at-will would have had access to in those editions.
 

It wasn't putrid, but with the way things stand now even the Human bonuses couldn't quite keep it up to snuff with STR-CON-DEX building. Even starting just one point down in AC made a big difference. I had the same AC as the Human Wizard when we were battling the Orcs.

The Human stat boost was huge too. I started with an 18 Strength while still having 14+ in both CON and DEX.

This sounds a lot like playing a 3e rogue, except you aren't complaining about missing too often. I think a lightly armoured dex based fighter has to be a little more fragile though, or otherwise why bother with heavy armour in the first place?

The 4e rogue used mobility for defense, by attacking and dodging out of the way of a counter-attack. How were your options there?
 

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