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*Dungeons & Dragons
Will there be such a game as D&D Next?
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<blockquote data-quote="pemerton" data-source="post: 6101203" data-attributes="member: 42582"><p>Iosue, that's a nice recap/response post.</p><p></p><p>My worries about how easy this would be turn mostly on issues of resource-tracking: the more that resolving spell durations, healing, torches, iron rations etc takes you out of the crunch of the encounter, and into the more exploratory aspects of the game, the more you've lost your focus on encounters/scene-framing.</p><p></p><p>And also, drawing on what I said just above, all previous effects end (with a few exceptions, eg Disguise Self - but very few exceptions that interact with the core action resolution mechanics).</p><p></p><p>If what you say can be done, and the mechanical effectiveness all still make sense, then that would deal with some of my worries. You'd also have to solve the resource timing/management issue (eg at the moment Next seems to use a range of durations for its spells).</p><p></p><p>If this is what they're thinking of, it would be interesting to hear about it. You've given an idea of how it could be done for manoevre dice; for spells, you'd presumably need some way of translating levels into frequencies - eg a 5th level slot = 1x 5th level spell per day, or 1x 2nd(?) level spell per encounter. I'm putting that particular relationship forward by looking at a 6d8 push 35' vs 3d8 push 20' Thunderwave. But how does that compare to 7th Greater Teleport daily vs 4th Dimension Door per encounter? Also, a spel like Charm Person has a 1 hour duration, meaning that on a per encounter basis it's not really - its utility depends upon the time between encounters. This is just one example of the sort of thing I've got in mind in focusing on durations as well as resource recovery.</p><p></p><p>Anyway, if the system is being designed with this sort of possibility in mind, tell us please WotC! We could even start playtesting it!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6101203, member: 42582"] Iosue, that's a nice recap/response post. My worries about how easy this would be turn mostly on issues of resource-tracking: the more that resolving spell durations, healing, torches, iron rations etc takes you out of the crunch of the encounter, and into the more exploratory aspects of the game, the more you've lost your focus on encounters/scene-framing. And also, drawing on what I said just above, all previous effects end (with a few exceptions, eg Disguise Self - but very few exceptions that interact with the core action resolution mechanics). If what you say can be done, and the mechanical effectiveness all still make sense, then that would deal with some of my worries. You'd also have to solve the resource timing/management issue (eg at the moment Next seems to use a range of durations for its spells). If this is what they're thinking of, it would be interesting to hear about it. You've given an idea of how it could be done for manoevre dice; for spells, you'd presumably need some way of translating levels into frequencies - eg a 5th level slot = 1x 5th level spell per day, or 1x 2nd(?) level spell per encounter. I'm putting that particular relationship forward by looking at a 6d8 push 35' vs 3d8 push 20' Thunderwave. But how does that compare to 7th Greater Teleport daily vs 4th Dimension Door per encounter? Also, a spel like Charm Person has a 1 hour duration, meaning that on a per encounter basis it's not really - its utility depends upon the time between encounters. This is just one example of the sort of thing I've got in mind in focusing on durations as well as resource recovery. Anyway, if the system is being designed with this sort of possibility in mind, tell us please WotC! We could even start playtesting it! [/QUOTE]
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