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What are the things in D&D Next you don't like?
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<blockquote data-quote="landovers" data-source="post: 6225799" data-attributes="member: 6750964"><p>(Hi, long time lurker here)</p><p></p><p>What I dislike from the playtest packets: </p><p>-The already mentioned Hit Dice mechanic and racial attributes are high up there. </p><p>-Going back to using the english unit system and always referring to time in terms of minutes instead of turns when it is more convenient. </p><p>-Saving against spells instead of rolling to hit (why is this nonsense back?).</p><p>-Some classes are severely limited. Backgrounds and feats are cool, but you shouldn't need to rely on them to make your character remotely fun to play. </p><p></p><p>I don't see a design philosophy like I see in games such as 13th Age, D&D 4e and Dungeon World. I think they got lost trying to cater to many different kinds of audiences (fans of 4e, Pathfinder, old-school). Am I supposed to play TotM? Then why does Thunderwave push 10 feet? When does that come into play if we're not tracking distances? "Can I or can I not push the goblin into the pit?". If the DM has to make up these calls on the fly, this is not the game I want to play. Either small distances matter and we track them (4e) or they don't matter (13th Age).</p><p></p><p>I do like "bounded accuracy" and overall lack of scaling except for HP and damage, but I think it's a fair concern that these two may scale too quickly for that to allow multiple levels to coexist.</p></blockquote><p></p>
[QUOTE="landovers, post: 6225799, member: 6750964"] (Hi, long time lurker here) What I dislike from the playtest packets: -The already mentioned Hit Dice mechanic and racial attributes are high up there. -Going back to using the english unit system and always referring to time in terms of minutes instead of turns when it is more convenient. -Saving against spells instead of rolling to hit (why is this nonsense back?). -Some classes are severely limited. Backgrounds and feats are cool, but you shouldn't need to rely on them to make your character remotely fun to play. I don't see a design philosophy like I see in games such as 13th Age, D&D 4e and Dungeon World. I think they got lost trying to cater to many different kinds of audiences (fans of 4e, Pathfinder, old-school). Am I supposed to play TotM? Then why does Thunderwave push 10 feet? When does that come into play if we're not tracking distances? "Can I or can I not push the goblin into the pit?". If the DM has to make up these calls on the fly, this is not the game I want to play. Either small distances matter and we track them (4e) or they don't matter (13th Age). I do like "bounded accuracy" and overall lack of scaling except for HP and damage, but I think it's a fair concern that these two may scale too quickly for that to allow multiple levels to coexist. [/QUOTE]
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What are the things in D&D Next you don't like?
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