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<blockquote data-quote="howandwhy99" data-source="post: 5984042" data-attributes="member: 3192"><p>Frankly, I really don't think they have an exploration game system in D&D Next. What they do have is bits and pieces resembling what was in 3rd or 4th. I hope that the adventure design mechanics will include a full work up on this, but we'll see. </p><p></p><p>There are any number of issues I have with the little they do include, but I don't want to be discouraging. I'd rather see the pillar be supported than dropped altogether.</p><p></p><p>EDIT:</p><p>For strictly constructive purposes, here's an overview:</p><ul> <li data-xf-list-type="ul">Saving Throws don't match up currently to the environment </li> <li data-xf-list-type="ul">The Conditions list is woefully small and is opaque for DMs to change it or create their own</li> <li data-xf-list-type="ul">Carrying Capacity is too high and too low at the ends and the average is too high</li> <li data-xf-list-type="ul">Small size (and other non-medium/human size) should be different again</li> <li data-xf-list-type="ul">Initiative is still way too cumbersome</li> <li data-xf-list-type="ul">Hit Points generation is too fiddly</li> <li data-xf-list-type="ul">Number of languages possible per character are too few</li> <li data-xf-list-type="ul">Exploration could really use a better measured unit of time for stat purposes (if even just 1 minute)</li> <li data-xf-list-type="ul">Jumping is getting better, but still doesn't incorporate strength, speed (not move), and height or weight. </li> <li data-xf-list-type="ul">Surprise Determination could use something other than DM fiat</li> <li data-xf-list-type="ul">Search rules (for time taken) would be nice</li> <li data-xf-list-type="ul">Half price selling is a bad PC-only rule and simply perpetuates the idea of exploration as not a resource game</li> </ul></blockquote><p></p>
[QUOTE="howandwhy99, post: 5984042, member: 3192"] Frankly, I really don't think they have an exploration game system in D&D Next. What they do have is bits and pieces resembling what was in 3rd or 4th. I hope that the adventure design mechanics will include a full work up on this, but we'll see. There are any number of issues I have with the little they do include, but I don't want to be discouraging. I'd rather see the pillar be supported than dropped altogether. EDIT: For strictly constructive purposes, here's an overview: [LIST][*]Saving Throws don't match up currently to the environment [*]The Conditions list is woefully small and is opaque for DMs to change it or create their own [*]Carrying Capacity is too high and too low at the ends and the average is too high [*]Small size (and other non-medium/human size) should be different again [*]Initiative is still way too cumbersome [*]Hit Points generation is too fiddly [*]Number of languages possible per character are too few [*]Exploration could really use a better measured unit of time for stat purposes (if even just 1 minute) [*]Jumping is getting better, but still doesn't incorporate strength, speed (not move), and height or weight. [*]Surprise Determination could use something other than DM fiat [*]Search rules (for time taken) would be nice [*]Half price selling is a bad PC-only rule and simply perpetuates the idea of exploration as not a resource game[/LIST] [/QUOTE]
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