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What are the things in D&D Next you don't like?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 6226756" data-attributes="member: 22882"><p>I don't like...</p><p></p><p>(Well, pretty much anything but Bounded Accuracy, and even with that the implementation looks wonky. It seems like it's going to be a terrible system. But specifically<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><ul> <li data-xf-list-type="ul">"Natural language" instead of clean templating; this is an instant unsell</li> <li data-xf-list-type="ul">Removal of proportionate healing; in a game with hp, this is also an instant unsell</li> <li data-xf-list-type="ul">The claim that the game will be modular and all things to all people; a game that isn't tightly purposed is a game I have no interest in</li> <li data-xf-list-type="ul">Few or no mechanically interesting options for martial characters</li> <li data-xf-list-type="ul">The sense that after two years of playtesting, the game is still not nailed down mathematically when that should have happened in the first two weeks, and certainly before it was ever shown to players</li> <li data-xf-list-type="ul">Related to the above, the bizarre flip-flopping on various rules elements from one package to the next; it doesn't help that the most interesting ideas, like the initial reveals of the warlock and sorcerer, are the ones that seem to have been cut or reworked entirely</li> <li data-xf-list-type="ul">The claim of three "pillars of play" contrasted with a system that barely offers more mechanical support for non-combat activities than any other version of D&D, a shocking dearth compared to basically any other RPG on the market</li> <li data-xf-list-type="ul">Fighters, alone out of all classes, having no class-based abilities outside of the "combat pillar;" I'd be more than fine with splitting the three pillars entirely, but this nonsense is just a continuation of what 3e and 4e did to the fighter, who had the BEST NWPs in 2e and should've kept them</li> <li data-xf-list-type="ul">Wildly varying mechanical subsystems between character classes</li> <li data-xf-list-type="ul">The monster stat block, which looks like a throwback to pre-3e, much less the very useable late-3e/4e stat blocks</li> <li data-xf-list-type="ul">The emphasis on "classic fantasy" races and classes that make it clear the default expectation is Tolkien-clone settings</li> <li data-xf-list-type="ul">The hypocrisy of making warlord and sorcerer subclasses but paladin and ranger full classes</li> <li data-xf-list-type="ul">The design team's attitude toward the current version of the game (but then, this will be at least the third consecutive version of D&D where they've pulled this kind of nonsense in their marketing)</li> <li data-xf-list-type="ul">To this point, no indication that there will be anything like the incredible GM tools of D&D 4e, or even Spycraft</li> <li data-xf-list-type="ul">Yet another reiteration of the "back to the dungeon" "return to the essence of the game" blather that WotC has talked about with every edition they've released, despite being two for two on games that are much, much better at things other than dungeoncrawling</li> <li data-xf-list-type="ul">The implementation of bounded accuracy, which looks likely to break in the core book and certain to within the first couple of supplements</li> </ul><p></p><p>The natural language thing is by far the biggest one. D&D has spent the last two decades staggering toward the clarity of templating that I would expect of a game made in <em>1985</em>, and having finally come within sight of that not very high bar it's run screaming in the opposite direction.</p><p></p><p>Next is shaping up to be the first version of D&D I have no interest in buying, and one of several I'd bow out of playing.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 6226756, member: 22882"] I don't like... (Well, pretty much anything but Bounded Accuracy, and even with that the implementation looks wonky. It seems like it's going to be a terrible system. But specifically:) [LIST] [*]"Natural language" instead of clean templating; this is an instant unsell [*]Removal of proportionate healing; in a game with hp, this is also an instant unsell [*]The claim that the game will be modular and all things to all people; a game that isn't tightly purposed is a game I have no interest in [*]Few or no mechanically interesting options for martial characters [*]The sense that after two years of playtesting, the game is still not nailed down mathematically when that should have happened in the first two weeks, and certainly before it was ever shown to players [*]Related to the above, the bizarre flip-flopping on various rules elements from one package to the next; it doesn't help that the most interesting ideas, like the initial reveals of the warlock and sorcerer, are the ones that seem to have been cut or reworked entirely [*]The claim of three "pillars of play" contrasted with a system that barely offers more mechanical support for non-combat activities than any other version of D&D, a shocking dearth compared to basically any other RPG on the market [*]Fighters, alone out of all classes, having no class-based abilities outside of the "combat pillar;" I'd be more than fine with splitting the three pillars entirely, but this nonsense is just a continuation of what 3e and 4e did to the fighter, who had the BEST NWPs in 2e and should've kept them [*]Wildly varying mechanical subsystems between character classes [*]The monster stat block, which looks like a throwback to pre-3e, much less the very useable late-3e/4e stat blocks [*]The emphasis on "classic fantasy" races and classes that make it clear the default expectation is Tolkien-clone settings [*]The hypocrisy of making warlord and sorcerer subclasses but paladin and ranger full classes [*]The design team's attitude toward the current version of the game (but then, this will be at least the third consecutive version of D&D where they've pulled this kind of nonsense in their marketing) [*]To this point, no indication that there will be anything like the incredible GM tools of D&D 4e, or even Spycraft [*]Yet another reiteration of the "back to the dungeon" "return to the essence of the game" blather that WotC has talked about with every edition they've released, despite being two for two on games that are much, much better at things other than dungeoncrawling [*]The implementation of bounded accuracy, which looks likely to break in the core book and certain to within the first couple of supplements [/LIST] The natural language thing is by far the biggest one. D&D has spent the last two decades staggering toward the clarity of templating that I would expect of a game made in [I]1985[/I], and having finally come within sight of that not very high bar it's run screaming in the opposite direction. Next is shaping up to be the first version of D&D I have no interest in buying, and one of several I'd bow out of playing. [/QUOTE]
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