D&D 5E Will there be such a game as D&D Next?

[MENTION=85555]Bedrockgames[/MENTION], its hard to say how that would work without knowing what sort of assumptions there would be about hit points. In other words what do level 1 PCs start with? I'm not sure how you would get tension within an encounter. If I have enough hit points to burn on various heroic actions etc then at the start of the first encounter of the day I'd imagine my PC would be pretty loaded with hit points. It sounds like in general the PCs would have more hit points than the monsters do.
Well i am not sure every encounter needs the kind of tension where pcs are brought back to the brink then overcome in the final moments every single encounter to be cinematic. Tat isnt my idea of cinematic. For me its about giving the gm the tools to scultp each encounter appropriate. I am doing a wuxia campaign now so will use that as an example.I want my wuxia campaign to follow the physics of a hong kong action movie. Let's say I have an adventure based loosely on come drink with me where the pcs are warriors or monks sent to investigate the kidnapping of a local noble. The noble has been kidnapped by a gang of bandits who have taken up in a local monestary because the head of the order is corrupt. If they go to the village and stay at the tavern the bandits are planning to attack them should the players make themselves known. I dont need the bandits to drop pcs, cut deep into their hp or anything like that. This is meant to feel like that first scene with cheng pei pei kicking butt. So these are all going to be one hp thugs with terrible ACs, to hit and damage. But if the pcs go to the temple, i want it to be a bgger challenge. So there will be one guy with a full amount of pc style hp, three or so half hp guys, and a bunch of 1 hp nobodies (obviously this stuff is very dependant on how the rest of the system works and how any hp pcs have, so these might not be the exact arrangement). This is just a vague notion. Without crunching numbers and running playtests with a full system i really cant answer your question very well. For me though, this wuld robably work just fine. The trick is setting the pc hp correctly and that would probably need a dial to accomodate different cinematic styles. For artial arts genres the pcs would definitely want to have a lot and be able to toss mooks aside like candy? I think burning through hp to do extra damage, avoid hits, get rerolls, etc would work well but again would need to run actual numbers and do playtest to get real info. For starting hp i would lean on having them start pretty good because for cinematic you can be a hero out of the gate. But i might make the full range tighter so the game isnt too dificult for the gm because the power spectrum is so large.
 

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Well i am not sure every encounter needs the kind of tension where pcs are brought back to the brink then overcome in the final moments every single encounter to be cinematic. Tat isnt my idea of cinematic.

Interestingly enough, with 4e second wind this is exactly how it works in practice. Second Wind is for the most part only used in the encounters that bring the characters to the brink. The use of second wind in the final moments makes the recovery, the pulling yourself by the bootstraps against all odds, "cinematic."

In encounters that don't bring the party to the brink second wind is hardly ever used. Why? Because second wind has 2 costs - an action cost as part of the action economy, and a healing surge cost - a daily resource that players usually don't want to squander. Therefore it is only used when absolutely necessary.

The current playtest package make this type of action difficult to conceptualize within the "rules" because the "pull yourself by the bootstraps and suck it up" is not in there mechanically. In addition because the "recovery" is all designated as "out of combat", except when a cleric heals you, you don't even get the feel for that "heroic recovery". Relegating that to healing potions removes that feel even further. Did Aragorn take a potion when the wall of Helm's Deep got blown up and he was tossed halfway across the courtyard, or did he simply regain his footing, shake his head to "recover", and keep fighting?

That is what I understand to mean "cinematic". "Cinematic" is seeing Boromir getting flung across the room at the end of a chain and slammed against a wall by a cave troll. Seeing him shake his head to "recover", as his "captain" throws a sword at the orc about to attack him. Not getting a potion and quaffing it down, or having the healer run around the battlefield pressing his hand against the heroes, because they have no mettle.
 

Where D&D differs from a more cinematic game is virtually everyone else has varying degrees of hero points in that form as well. If it were pure cinematic. It would probably reserve HP over 8-12 for major villains and npcs.
In 4e, this is achieved via the minions monster type.

if I were going to make D&D Cinematic edition I would probably emphasize HP as hero points (allowing you to spend them for tremendous feats and avoidance as well).
In 4e, this is achieved via combination of healing surges - hit point reserves that require actions to unlock - and encounter and daily powers - output spikes that require attention to resource management to use effectively, and that straddle a whole range of output metrics: damage, conditions, buffs, moves, action economy advantages, etc.

That's the advantage of doing it via powers rather than just hero points: you can increase the sophistication of the range of options without having to perfectly balance every option across every other one, because the power system puts a natural brake on spamming. (Psionics is different in this respect, and is a known source of issues in 4e.)

I would keep the HP scaling for pcs but drastically lower HP for most npcs and creatures (with exceptions for major npcs and threats who would come in a few varieties 1/4 HP, 1/2 and full ---others would just have one HP).
In 4e, this is achived via minion, standard, elite and solo monster types.

Seriously, the version of D&D with "bennies" and "hero points" to support cinematic action has been designed and is currently on sale!

If the PCs have say 4x the HP of the average monster, then in encounter one of the day they'll be in no danger at all, where the 4e PCs CAN certainly go down (and do often IME). Obviously HP will be a valuable resource and would dwindle as the day goes by and you'd be forced into management choices between using a 'hero point' and being able to keep taking damage, etc. The day would be more like one big 4e encounter though.

Frankly I think this is almost what Mike is thinking about when he talks about DDN adventures being "just built of a number of rounds" vs built up out of encounters. However DDN oddly lacks the key machinery, large hit point pools with HP used as a resource, or a hero point system that deflects blows, or something. In theory if you have a limiting resource like that and powers that (mostly) tap into that pool then you could do a fairly cinematic game, but it will feel VERY different from D&D. The PCs will start out plot armored to the gills and only towards the end of the 'day' (which could be one big encounter) will they start to feel worn down and really threatened.
I agree with your other post that this could have a bit of an AD&D vibe. I'm not sure the pacing is great from the cinematic point of view, though, because there's no crisis followed by resolution - it's just a straight line of escalation.

Second Wind contributes to emotional investment?....that seems a bit of stretch to me.
On it's own, no. But as part of a suite of features - player resources, action resolution mecahnics etc, that mean that combat brings the pressure up to the players and requires them to make active choices in order to respond and survive? In my view, yes. (It's "step on up" but strongly mediated through the PC archetype, thus satisfying other RPG sensibilities too. For me, that's part of the cleverness of 4e's design, and something that would be lost if you just went to AD&D or 3E plus hero points.)

These tweets were supposed to be evidence of anti-4E bias
Says who?

In post 99 upthread I said that "the reason why D&Dnext has assymetric classes and a lack of mechanical enforcement of the adventuring day is obvious: it's because the designers have become allergic to overtly metagame mecahnics in the wake of the significant hostility to such mechanics in 4e."

You queried this in post 118, describing it as "a massive assumption. . . backed up with absolutely no evidence".

In post 125 I replied that "the decision [stated in the tweets] not to include martial healing, in conjunction with a range of other information (like the way fighters and rogues are designed), counts as at least some evidence in favour of my contention". That is, the abandonment of martial healing is evidence of a desire, on the part of the D&Dnext designers, to avoid overtly metagame mechanics.

I don't care whether or not the tweets are evidence of anti-4e bias. I'm not even sure what that would mean - Mearls was a designer of many parts of 4e, after all! My point remains the one I made in post 99: there is ample evidence, the tweets just being the latest, that the designers of D&Dnext do not want overt metagame mechanics in the game. This is particularly so in the case of healing, as is shown by (what I regard as) the absurd figleaf of "healers' kits", which (in my view) completely destroys verismilitude in the pursuit of process simulation.

What difference does it make if the Hit Points are restored due to a healing trigger from the Warlord, or the loss of Hit Points are prevented or lessened by something the Warlord does. The end result is the same!
Not at all, for reasons discussed at length in one of the other healing/warlord threads: damage mitigation can't bring people back from the brink, is proactive rather than reactive (which risks waste) and lacks the "inspiration" motif.
 

the designers have become allergic to overtly metagame mecahnics in the wake of the significant hostility to such mechanics in 4e.
That pretty well sums it up, IMO.

Over the past 10 years, I've grown to think metagame mechanics make for a better play experience at the table, in general. Stuff like hero points, bennies, brief narrative control, etc. simply make for a more immersive play experience overall at my tables, and help my players get involved with the game, scenario, and setting.

-O
 

That pretty well sums it up, IMO.

Over the past 10 years, I've grown to think metagame mechanics make for a better play experience at the table, in general. Stuff like hero points, bennies, brief narrative control, etc. simply make for a more immersive play experience overall at my tables, and help my players get involved with the game, scenario, and setting.

-O

On top of that, trying to achieve 4E style play without metagame mechanics would lead to an unwieldy clunky mess in my opinion. Just look at how many hoops they feel they need to jump through over Warlord healing.
 

That pretty well sums it up, IMO.

Over the past 10 years, I've grown to think metagame mechanics make for a better play experience at the table, in general. Stuff like hero points, bennies, brief narrative control, etc. simply make for a more immersive play experience overall at my tables, and help my players get involved with the game, scenario, and setting.

-O
Personally, I've had some good experience with metagame mechanics. But it's an add-on to the core D&D experience; those mechanics are best used optionally in specific situations. I think what's toxic is the mixing of metagame mechanics with those that are not, creating the impression that the entire set of rules is on a metagame level.
 


On top of that, trying to achieve 4E style play without metagame mechanics would lead to an unwieldy clunky mess in my opinion. Just look at how many hoops they feel they need to jump through over Warlord healing.
Yep. There's been no indication warlord healing will be an option.

What you say is true, but that's only part of what he said. He also says there are other ways to accomplish this that aren't called healing. Mitigation of damage means mitigation of losing Hit Points. What difference does it make if the Hit Points are restored due to a healing trigger from the Warlord, or the loss of Hit Points are prevented or lessened by something the Warlord does. The end result is the same!

How is that anti-4E, when it's actually related to/inspired by/riffed off of/compatable with/refluffed/etc. from 4E?

Quite often when I've seen someone complain about an aspect of 4E not making sense to them, that the fluff doesn't seem to describe the mechanics for them, 4E fans often respond with "then refluff it so it does make sense to you...it's the end result that matters anyways."

Now it seems you're telling me that advice is something that's actually anathema to 4E fans; that Mearls/me/non-4E players are somehow missing the point...which ironically, is the usual response to the above interaction also; and that it's evidence of anti-4E bias.

Dude, that just doesn't make any sense.:confused:
That's because you're badly misunderstanding how "refluffing" works.

When you re-fluff or re-flavor a 4e power, the important part is that every mechanical aspect stays identical. You just come up with a new fictional description to justify the mechanics.

You can do a more radical reskinning in 4e - where you might change something like a damage keyword, or change a push into a pull - but that's a lot less kosher, by and large, because you're changing the rules rather than the fiction.

Damage mitigation is not the same as healing. It can be used towards similar ends - preserving hit points and keeping allies in the fight - but natively it is weaker for reasons that have been mentioned before and gone over at length.

-O
 

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