Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What Makes 5E "5E"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iosue" data-source="post: 9564162" data-attributes="member: 6680772"><p>I was just looking through an old, unfinished Let's Read I did of the D&D Next playtest, and I would say the following were throughlines for the whole of the playtest:</p><p></p><p>-d20+modifiers vs. DC, with Advantage/Disadvantage</p><p>-Bounded accuracy</p><p>-"Chunking" of character generation, and in a wider sense, of complexity</p><p></p><p>To explain the last, while the implementation was different at various stages of the playtest, there was always an attempt to contain complexity by divying up lower-order choices among higher order choices. For example, instead of making players choose all their skills and equipment a la carte, or putting all a character's skill choices in the class basket, acquisition of skills and equipment was divided between Background and Class. Likewise, class complexity was split between the class and the subclasses, as well as by level. It seems to me that every clone of 5e likewise follows this design philosophy. Implementation of specific components may differ, but the basic chassis of Background/Class/Subclass is always there.</p><p></p><p>In the greater sense, complexity in 5e is always "opt-in." Choose whether you want to use feats. Choose whether you want to use a battle-grid. Choose whether you want to include tactical options such as marking and flanking. Choose whether you want to play a simple, straightforward character, or a more complex, optimized character; there may be differences between the two, but they are within acceptable tolerances. And this is again reflected in 5e-derived games, where you can strip it down to the minimum to get Shadowdark, or turn it up to get Level Up.</p><p></p><p>There is one last thing that was NOT present through most of the playtest, but ended up being the glue that held 5e together. </p><p>-Proficiency bonus. It seems so obvious now, but throughout D&D's history, and indeed throughout the playtest, there have always been varied bonuses of varied scales for different characters, for different aspects of the game (e.g., combat vs. skills vs. saves). Combined with bounded accuracy, this +2 to +6 over 20 levels provided an elegant unification of bonuses for all characters and aspects of the game, while still providing for distinct differences in abilities/skills.</p></blockquote><p></p>
[QUOTE="Iosue, post: 9564162, member: 6680772"] I was just looking through an old, unfinished Let's Read I did of the D&D Next playtest, and I would say the following were throughlines for the whole of the playtest: -d20+modifiers vs. DC, with Advantage/Disadvantage -Bounded accuracy -"Chunking" of character generation, and in a wider sense, of complexity To explain the last, while the implementation was different at various stages of the playtest, there was always an attempt to contain complexity by divying up lower-order choices among higher order choices. For example, instead of making players choose all their skills and equipment a la carte, or putting all a character's skill choices in the class basket, acquisition of skills and equipment was divided between Background and Class. Likewise, class complexity was split between the class and the subclasses, as well as by level. It seems to me that every clone of 5e likewise follows this design philosophy. Implementation of specific components may differ, but the basic chassis of Background/Class/Subclass is always there. In the greater sense, complexity in 5e is always "opt-in." Choose whether you want to use feats. Choose whether you want to use a battle-grid. Choose whether you want to include tactical options such as marking and flanking. Choose whether you want to play a simple, straightforward character, or a more complex, optimized character; there may be differences between the two, but they are within acceptable tolerances. And this is again reflected in 5e-derived games, where you can strip it down to the minimum to get Shadowdark, or turn it up to get Level Up. There is one last thing that was NOT present through most of the playtest, but ended up being the glue that held 5e together. -Proficiency bonus. It seems so obvious now, but throughout D&D's history, and indeed throughout the playtest, there have always been varied bonuses of varied scales for different characters, for different aspects of the game (e.g., combat vs. skills vs. saves). Combined with bounded accuracy, this +2 to +6 over 20 levels provided an elegant unification of bonuses for all characters and aspects of the game, while still providing for distinct differences in abilities/skills. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Makes 5E "5E"?
Top