Showing posts with label DnDNext. Show all posts
Showing posts with label DnDNext. Show all posts

Saturday, August 25, 2012

About D&D 4e, D&D Next, and a new personal project

I don’t think I will love the fifth edition of D&D (what is currently known as D&D Next). Sure, I will give it a chance, and go along with the playtest, and do my best to help make it a great game. And, barring some kind of disaster, I will buy the core books, and try to organize a campaign. I’m fairly confident I will be able to enjoy the new game to some degree, but I seriously doubt it will inspire me the same passion that 4E has.

It boils down to this: D&D 4E has the best tactical combat of any game I’ve played, by a mile. It is deep and varied, remarkably (though not perfectly) balanced, and just a ton of fun -beating down monsters and taking their stuff has never been this satisfying. And that's all there is to the game, really:  the mechanics for roleplaying and other non-combat interaction are merely decent, exploration is almost non-existent, and the settings (which I tend to like) are system independent. By contrast, Next is constrained by design requirements that weren’t much of a consideration for 4e, such as pleasing a wide fanbase including hardcore old schoolers, and keeping true to the spirit of earlier editions - which are things that can make it a great, successful product, but that I personally don’t care much about.

The bad news, of course, are that 4E is dying. Granted, it’ll always have a place in our hearts, and we can keep playing it,  but content releases have dropped drastically, and will stop altogether in a matter of months. One could argue that enough 4e material has been released already to cover for many years of future campaigns (and that would be mostly accurate, unless you intended to play at the desolate epic tier), but there s a kind of release that I will be missing dearly: errata. While not everyone is a fan of the rather aggressive errata cycle used for 4e, in my mind it has been a crucial factor in keeping the game alive and constantly improving. Frequent errata has made 4e a much better game than it was at release, but there are still major issues (psionic power point progression jumps to mind) that will remain unaddressed.

Ever since I started writing this blog, one of my main missions has been to support D&D 4E through house rules, making it a more fun and balanced game by improving and fixing what is already there - not unlike official errata. I believe this approach can go a long way, but very often I have found myself wishing for a way to clean the slate for some specific systems, like feats, magic items, or paragon paths. Frankly, I think these parts of the game have become cluttered with too many options of wildly different power levels, and their implementations present some fundamental problems on top of that, so rewriting them from scratch (an idea I already experimented with in the Magic Item Reset) could bring major improvements. One thought led to the other, and suddenly I found myself playing around with concepts for a full revision of 4E... And this (after much digression) is the project I want to present to you today.

So, to summarize: I am working on a full featured game that intends to preserve the awesomeness of D&D 4E, but also to polish it and get rid of its clunkier elements. It should be playable as a standalone, but also remain compatible with the most important mechanical material from 4E supplements: races, classes, adventures and monsters. An option to use isolated modules from my game in regular 4e campaigns would also be provided.

In tomorrow’s post, I will explain in more detail what exactly I have in mind for this project. Keep in mind that this will be a personal endeavor, and thus limited by my (currently very scarce) time to write  - I cant really tell if it will take me months to complete, or years, or if I will be unable to finish it. So please be patient: whatever content I end up producing will be available for free at this very blog.

As for the name of the thing? Square Fireballs Role-Playing Game, of course.

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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.

4E features I need

To begin with, I originally had a list of must-have features that were key to my enjoyment of 4E, and I expected the new edition to keep. Given how much the designers like to emphasize the old school flavor and mechanics in D&D Next, I was pleasantly surprised to find that a lot of modern concepts introduced in this last edition are making the cut – including most of my favorite ones!

Here is the feature list, with comments on how they are getting implemented:

  • Tactical gameplay – A battle map and lots of mechanics that care about movement and positioning. It seemed difficult to actually have this in a game that was also aimed at folks who hate minis and squares, but they are including it as an option – the so-called “tactical rules module”. So far, it looks good to me.
  • At-Will attacks – Variety of at-will attacks will be available to both casters and non-casters. It’s unclear whether you will have them by default, or you’ll need to spend feats for them, but that’s fair game. Also, martial at-wills seem to be stronger than those of casters, which seems like a good mechanical niche for these classes.
  • Complex non-magical characters – The ‘dumb fighter’ archetype will exist in the game, but will not be the only way to play that class. The devs have promised more complex martial maneuvers will be available for those interested.
  • Non-magical healing – Little is known about this issue at this point, but it looks like at least some warlord builds will be able to heal without resorting to wands, gods, or other sorts of magic. I’d also like to see a second wind rule and something like healing surges in 4E, but that is more dubious.
  • Easy DM preparation – From what we have been told, the new game will be as easy to prepare for the DM as 4E, if not more! Monsters don’t follow the same detailed rules as PCs, and can be created in 5 minutes.
  • All classes are viable – This is the weakest point of the new edition, in my opinion. Obviously it’s too early to tell, and I haven’t even read a single character sheet, but some of the stated design principles will make it very difficult to have all character classes remain at as close a power level as I’d like. With the use of Vancian magic and, more generally, the eschewing of a common class framework, class balance should be hard to implement but still not impossible. What worries me more is the notion that non-combat class abilities can compensate for combat deficiencies (and vice versa) – I’d be willing to accept small deviations (say, classes that are 20% more or less efficient at combat/non-combat encounters), but I’m afraid that we will end up seeing something far more exaggerated.

    New features I like

    Though keeping the cool parts of the previous edition is a great thing, I wouldn’t bother trying out a new game unless it brought something new to the table. So far, it looks like there are a few nice ideas there, but nothing that moves me to immediately pre-order the books:

  • Lower bonus scaling – Attacks and defenses will grow at a slower pace in the new edition. I think this will improve the game, as it will let me play with wider ranges of levels for players and monsters - previously it was pretty hard to have parties of different-level adventurers, or encounters where the monsters had more than 3 levels of difference with the party.
  • Monster longevity – Thanks to the previous point, monsters will have a much longer useful life than the ~5 levels they had in 4E. If we are to believe the initial hype, a humble orc will still be a relevant threat to high level adventurers (though you will need lots of them to fill an encounter!). Conversely, we can assume that a single high level monster can be dropped on a low level party without the game breaking. I think this should make encounter design even easier and more fun. We can also expect minions, elite monsters and solos to be partially or completely replaced by monsters of very high or very low levels, in this model.
  • Skill system – I am moderately optimistic about the skill system, from what we have seen so far. Relying more heavily on ability scores and having many simple checks succeed automatically sound like great ideas, to me. The open-ended skill list might end up too fiddly and full of highly specific bonuses, but the fact that you can ignore that module reduces the risk.
  • Flexible multiclass – Not that we know much about the actual multiclass rules, but the stated goals of making them easy and flexible are something I fully agree with.
  • Emphasis on exploration – You won’t often hear me criticizing 4E, but if there is one thing that game was terrible at, it was exploration. Since this happened outside of combat encounters, the risk was usually reduced to losing a healing surge or two, and there was little excitement or fun. I have been toying around with some house rules to address this, but I’m glad that having proper exploration mechanics is going to be a priority for D&D Next
  • Faster mechanics – This is not a stated goal, but a consequence of streamlining the game for fans of earlier editions. Many of the changes point towards a faster-paced game, which is something I approve of. The option to resolve less important fights quickly without resorting to a map is also an interesting one, as much as I enjoy the full-fledged tactical combat.
  • Priest class – This may be a minor detail, but there were comments about splitting the cleric into two divine spellcasting classes: the classic D&D armored cleric, and the priest, a divine caster and healer wearing robes and with less emphasis on weapon use. Oddly enough, the priest archetype, though barely supported on previous D&D editions, is the more iconic fantasy character, even on D&D fiction like the Dragonlance series – and one I personally prefer.

    Stuff I’m wary of

    Though my opinion of D&D Next is mostly favorable at this point, there are a few things that might spoil the game for me, depending on how they are implemented. They are the following:

  • Ability-boosting items I don’t like them, and I don’t think they contribute anything good for the game. I hope they kill them, or severely limit their effectiveness.
  • 3 Pillar balance : The three pillars of the game will be combat, roleplaying and exploration. A class may be more focused on one of these over the others. I think this is an error, and prefer to clearly separate combat and non-combat features.
  • Vancian magic balance : Having Vancian magic that is well balanced with other resource management systems is not impossible, but will require a lot of effort.
  • Rollling abilities by default : I shouldn’t be bothered by this, since the option to use point buy still exists. Nevertheless, I’m afraid that this as a default may make for a poor game experience for starting players.
  • Saving throws instead of attacking vs defenses : I loved attacking vs Fortitude, Reflex and Will in 4E, and don’t particularly enjoy the move back to saving throws. I’ll probably houserule this in my games to have attacker roll against static values.
  • Roleplaying to use different saving throws: This sounds like a good idea in theory, but can get old very soon. Unless there are heavy limitations on this, you’ll end up with bard players trying to justify using their Charisma based for every attack.
  • Return to the old cosmology : Again, I shouldn’t mind something that is easy to ignore in my games, but I really liked some aspects of 4E cosmology (like the feywild and other new planes), and I’d wish they were still supported.
  • Are combat roles dead? : This is speculation, but we have heard nothing about combat roles in the new edition. Knowing it is a very delicate issue with old school fans, chances are we won’t be seeing them, at least in an explicit way.

    Verdict

    I’m not sold yet, but I’m moderately interested. Let’s see how the playtest turns out.

    So, what do you think? Did you like the previews, or have you decided the new game is not for you?
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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.

    Ability Scores

    • When characters reach certain ability scores, they can automatically succeed at some checks without need to roll. This can vary depending on being in or out of combat or stressful situation.
    • Races change ability scores (both with bonuses and penalties!). Likely a +1 bonus to a single stat.
    • Classes give ability bonuses. Also looks like they will use a +1 to a single stat.
    • By default, abilities are generated by rolling! Roll 4d6, choose 3 highest.
    • Point buy generation will also be included as an option.
    • They want to have ability-boosting magic items (like Gauntlets of Ogre Power). There is talk of capping how much they can increase ability scores, though.
    • Ability scores will not increase as much [as in 4E] as you level up.

    Saving throws

    • Saving throws are now directly associated with ability scores - the game now has six types of saving throws, rather than three defenses (Fortitude, Reflex, Will).
    • These six saving throws plus AC should make up all of a character’s defensive stats.
    • As an example, Charisma saves vs fear and charm.
    • If you justify it and provide a good description, you can use a different ability for a save.

    Skills

    • The main means of interaction is the ability roll.
    • Skills are basically modifiers to ability rolls.
    • You may still be trained in a skill, and gain specific bonuses (e.g. moving faster while using stealth).
    • Since skills are now secondary, they can afford to include niche skills. Skills as flavorful options, rather than something with a lot of mechanical importance.
    • Skills are a module that can be ignored (in favor of just using ability scores).
    • There is mention of “open-ended” skills. This likely means that the game doesn’t actually have a closed skill list. Classes, themes and other options can add as many new skills as the designers feel like.
    • There is a bonus called “advantage” that a DM can provide for players giving good descriptions. This should be the non-combat equivalent for “combat advantage”, in 4E.
    • Skill challenges were considered a failure. They are not coming back.

    Equipment

    • The standard coin will be silver, rather than gold.
    • Some mundane gear will be out of reach for lower level characters. No plate mail at first level.
    • Implements are still in the game, including non-magical ones.
    • Weapons can have different damage and accuracy. Weapon damage types (slashing, piercing, bludgeoning) are being considered.

    Themes

    • In addition to race and class, characters can pick a theme, representing their background before they go adventuring. The same basic concept as 4E themes.
    • Theme examples they mentioned include potion-maker, blacksmith, commoner, noble, knight, apprentice, planetouched.
    • Themes can also be used to replace niche classes from previous editions. For example, Avenger will be a theme.
    • They are also considering themes for certain races, like deva.
    • No theme is restricted to specific classes.
    • Themes are an optional module.

    Battle map

    • The use of a battle map is included as an optional module in the initial book: the “tactical rules module”.
    • Character options specifically useful with a battle map (such as abilities that push enemies) will be flagged for convenience. They will still be usable even without that module.

    Other

    • Adventure preparation time will be quick, 4E style. Monsters use different rules as PCs, can be built in 5 minutes.
    • They seem to be looking for a middle point for lethality - not as much as earlier editions, but more than 4E.
    Read More......

    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.

    On complexity:

    • Different levels of complexity for classes: There will be some clear choices for beginners, and more sophisticated stuff.
    • There was talk of labeling each class as common, uncommon or rare. This will be a function of how iconic a D&D class is (Fighters and Wizards are commons, Assassins are rare), and may also be tied to complexity (with higher rarities getting more difficult stuff).
    • Different levels of complexity within each class. Once again, the example of the fighter was given: A very easy to run fighter build will exist, but adding options and complexity to it will still be possible. The wizard is also explicitly mentioned as a not so complex starting build.
    • Buying complexity. By default, classes can get simple yet effective stuff when leveling up, like more damage or bonuses to hit. Players would have the option of trading these bonuses for new powers or features.

    On balance:

    • Balance is  on their radar, and they seem to have put a lot of thought into it. They have a framework with estimates of average length of adventuring days and encounters, and at several times they mention figures for damage expectations of different classes.
    • That said, their approach to balance will be quite different from 4E. Whereas that edition had a common resource management system for all classes, this will no longer be the case for D&D Next. Expect wide differences in how each class handles its powers. Old school vancian magic for wizards and clerics has been mentioned as a prime example.
    • Another big change: It is no longer expected that all classes have to be equally effective in combat. Some classes may be weaker in combat but stronger in exploration or role play. More than anything else mentioned in these seminars, this seems to me to be the most dramatic change from the previous edition - though it remains to be seen how they will finally implement it.

    What to include:

    • Initial goal is to have “Everything that has been in a Player’s Handbook I” from the start.
      Regarding classes, this means: fighter, rogue, cleric, and wizard (of course), but also assassin, ranger, druid, paladin and bard, as well as barbarian, monk and sorcerer (from 3E) and the more recent warlords and warlocks. That’s a lot of stuff!
      Psions are explicitly mentioned as being left for later.

    On Magic

    • Vancian magic (the daily spell system used in all editions before 4E) is returning, and confirmed as the resource system for wizards and clerics.
    • No details have been provided, but I strongly believe that the system will mimic the classics in that there will be 9 levels of arcane spells and 7 levels of divine spells, and spell progression should look very much like this.
    • The main challenge for Vancian magic is preventing the “linear fighters, quadratic wizards” syndrome. The designers are aware of this, and are trying to deal with it.
    • One of the solutions implemented consists in removing spell scaling. As an example, Fireball (a 3rd level spell) will deal 5d6 damage regardless of caster level (when previous versions dealt 1d6/caster level, up to 10d6). The only way to gain stronger effects will be to use higher level spells.
    • For high level casters, instead of having dozens of lower level spells as in older systems, these slots will be replaced with higher level stuff. It is not clear if this will be the default behavior, or just an option, though.
    • Also, they are looking at average duration of encounters and adventuring day, and balancing around that.
    • Another crucial point: despite the Vancian system, casters will have access to at-will spells (so no more crossbow-wielding wizards!). However, these at-will attacks will be significantly weaker than their martial counterparts. Spells available per encounter also appear to be in the plans.
    • Ritual magic (useful but non-combat spells, like crafting, scrying or teleporting) is back. It looks like it will be open-ended and not as strongly tied to the wizard class as before.

    On Aesthetics

    • The designers are carefully avoiding many 4E specific terms and definitions, in favor of older style wording.
    • Notably, there is no mention of “powers” for classes.
    • For the wizard class, at-will attacks are being called “magical feats”.
    • Power sources will no longer be explicitly mentioned.
    • Explicit class roles are very likely also gone (though this is speculation!)

    Other

    • Clerics are (finally!) getting split into two archetypes: the classic D&D holy warrior with heavy armor, mace and shield, which will be called cleric, and an unarmored divine character more focused on spellcasting, called the priest.
    • Magic items will be more rare, and no longer expected to be a part of character progression.
    • For multiclassing, they want it to be very easy and flexible, 3E style.
    Read More......

    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.

    On leveling up:

    • For all editions, the game suffers important changes at a certain level
    • They consider 4E highlights this high level change the best [through explicit paragon and Epic tiers and mechanics]
    • They are looking at options that characters unlock at certain level. They mention castles and followers as examples.
    On power increase as you level up:
    • They are discussing how power and number of options should be affected by level.
    • They want monsters to be relevant for a wider level range. The way to do this is to slow the rate at which attacks and defenses advance!
    • Ideally, you should be able to drop a random orc at a high level party and have it be relevant. Building encounters by taking any iconic monsters from the manual should be easy.
    • Your characters are still becoming badass heroes. At high levels, you’d be killing lots of those orcs in an encounter...

    On the modular system:
    • They acknowledge the variety of tastes, including contradictory positions. They intend to take all of these into account - but no specifics as to how, yet.
    • A player suggests going for a freeform classless system. That doesn’t seem to be in the plans - They are commited to the class system, and consider the feeling of D&D classes very important. Wizards and Rangers are mentioned as examples.

    On multiclassing:

    • They want it to be simple
    • Iconic class features are important
    • Packages to grant certain features or qualities

    On randomness:
    • Some DMs like random generation of stuff. There will random tables for those who want them.

    On switching modules:

    • The goal is that switching can be done very easily, from one encounter to the next. Turning on and off stuff like minis/grid is mentioned.
    • Players can add (and presumably remove) modules to adjust complexity of their characters as they level up.
    • An example is provided for two fighters at the same table with very different complexity levels: a classic “hit with my sword” basic fighter, and an advanced one focusing on “combat maneuver options”.
    Read More......