Monday, January 30, 2012

My impressions on D&D Next


Well, it’s been an intense weekend! These days I’ve been too busy absorbing all that information about D&D Next and posting about it, with little time to stop and think how these changes will affect the game. Until now. In today’s post, I’m sharing my initial impressions on the new game – from my personal perspective as a 4E fan considering whether or not to switch editions when Next comes out.

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D&D Experience: Reimagining Skills and Ability Scores


The final D&D Experience seminar previewing game mechanics for D&D Next is called “Reimagining Skills and Ability Scores”. Along with the major changes to ability scores and the brand-new, open-ended skill system, there is talk about other topics, including equipment, themes, and the use of battle maps.

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Sunday, January 29, 2012

D&D Experience: Class design, from Assassins to Wizards

Yesterday we had the second D&D Experience seminar about the future of the game. With the title “Class design: From Assassins to Wizards”, this one covered a very important aspect of D&D we had yet heard very little about. What exactly were the designers planning to borrow from each edition of the game? As it turns out, it appears that they really want to follow the aesthetics and presentation of 3.5 and older games, while borrowing some great ideas introduced by 4E, including at-will powers, a well defined mathematical framework, and an interest in balance.

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Thursday, January 26, 2012

D&D Experience: Charting the course (for D&D Next)


This weekend we have the Dungeons & Dragons Experience, where WoTC is expected to reveal some interesting information about the next edition of the game (also known as D&D Next, for now). As usual, I haven’t been able to attend, but that doesn’t mean I can’t provide some coverage! The transcript for the first seminar, titled “Charting the Course” is available at wizards.com, and I have taken some notes of the highlights.

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Wednesday, January 11, 2012

Game Math: Attack of the average adventurers

How hard does an adventurer hit? The underlying math behind monster stats in D&D 4E is well known by this point, but working out the numbers for player characters is a much trickier proposition, due to the insane amount of customizability that the game offers. Indeed, if one looks to the most extreme build options and loopholes available out there, we come up with characters that can one-shot standard monsters of their level, and it’s even possible to engineer wizards capable of dealing hundreds of damage in a single turn... while charging with a melee weapon.

Since the optimized scenarios present so much variability, I want to focus on the most basic builds. What kind of numbers should you expect from characters of a certain level, provided they have the essential options and gear, but nothing else to boost their attacks? The answer is in the table below:

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Monday, January 9, 2012

5

So. D&D Fifth Edition is announced. Now what?

At this point, we know nothing about the actual game – it’s way too early in development – but its design process sure looks interesting. They want feedback from the community, and will start an open playtest sometime this spring. I definitely intend to participate, and post my opinions on the process on this blog. That said… I don’t really know if I’ll make the switch to the new game.

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Monday, January 2, 2012

Anatomy of the At-Will (III): Weak broken options

We continue our journey through the most poorly balanced powers available for the at-will slot. After discussing the overpowered stuff in the last article, today we examine something much less exciting - the unplayable and boring. They are the following powers:

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