SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

"D&D Next"

Started by danbuter, March 13, 2012, 01:24:02 PM

Previous topic - Next topic

RPGPundit

Quote from: Black Vulmea;524890Yeah, I like roleplaying games because they're not videogames or conch-passing or fanwank.

Ditto.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Marleycat

Here's the latest little snippet about 5e make of it what you will.....

Re: PAX East D&DN Playtest and Seminar
From a list of Twitter stuff post-seminar. As pulled from ENWorld:

Campaign settings as modules that can alter core rules.
Grids and minis optional in the core.
Will not let the wizard overpower martial classes.
About 20% done and on 4th iteration of DND Next.
Perception will be an ability check.
Focus on non-combat roles and abilities returning.
Giving more power back to the DM.
Unusual classes may be better as option for core classes.
Bringing back step-by-step adventure creation instructions.
Focus on shorter games.
Skill challenges not in core.
No info on public playtest date.
Don\'t mess with cats we kill wizards in one blow.;)

Bedrockbrendan

Quote from: Marleycat;528220Skill challenges not in core.

Thank heavens. To quote the black adder series "skill challenges were like fitting wheels to a tomato: time consuming and completely unnecessary". There was no need to include a minigame like that at all.

Marleycat

Personally I'm intrigued by #1. If they do something in the vein of FantasyCraft's campaign qualities (sanctioned houserules that alter settings either at the start of the start of the campaign or even on the micro level, such as individual scenes if appropriate). I would be one happy kitty. #8 sounds like kits are back.
Don\'t mess with cats we kill wizards in one blow.;)

ggroy

Quote from: Marleycat;528220Will not let the wizard overpower martial classes.

Wonder how exactly they will do this.

Drohem

I am interested to see how they are going to redesign the skills subsystem.  I am in favor of a return of the Craft and Profession skills.

Black Vulmea

Quote from: Marleycat;528220Will not let the wizard overpower martial classes.
:banghead:

Show of hands: how many people who played the GDQ series felt like their fighters were outclassed by the magic-users?
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

Really Bad Eggs - swashbuckling roleplaying games blog  | Promise City - Boot Hill campaign blog

ACS

1989

Quote from: Black Vulmea;528265:banghead:

Show of hands: how many people who played the GDQ series felt like their fighters were outclassed by the magic-users?

Then don't be a fighter.

RandallS

Quote from: Black Vulmea;528265:banghead:

Show of hands: how many people who played the GDQ series felt like their fighters were outclassed by the magic-users?

I've ran this series (often except for Q) several times over the years and I can't remember ANY player complaining that their fighter (or fighting classes in general) were outclassed by magic-users. In fact, the fighters were thanking their lucky stars for their great saving throws and their "only usable by fighters" combat-oriented magic items.

Fighters simply were not outclassed by magic-users in the 0e/1e era until very high levels of play (say 14+) which were seldom reached in non-Monty Haul campaigns.

The super-magic-user problem is really only a major issue in the WOTC era because WOTC D&D eliminated most of the checks and balances on MUs that TST D&D had.
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

Marleycat

D&D Next Design ConsiderationsLegends and LoreMike Mearls
--------------------------------------------------------------------------------
I 'd like to share with you a draft of the earliest documents I put together to help shape the new iteration of D&D. I distributed this document to the D&D team about a year ago. It lays out the case for the basic approach we should take with the RPG. It's not long, but I felt that if I had to write a convoluted document to make my case, it wasn't a case worth making.

Over the course of a long design period, it's easy to lose track of the fundamental purpose behind the entire project. Note that this document doesn't mention any specific rules, mechanics, settings, or so forth. The idea is to lay down a short list of inviolate design principles to get things rolling. None of the points below surprised anyone on the R&D team. We had been talking about them for quite a while. If anything, this document put down in writing a set of goals that had been forming in the team for some time.

D&D Design Overview
This document outlines the design directives behind the process of revising D&D. It lays out the goals and expected results of the design process.

Goal #1: Reunification through Common Understanding
As part of the design process, the R&D team must boil down the RPG into its most basic component parts. Using those rules elements, the team must then build an easy to understand game system that incorporates the most iconic elements of D&D in prominent roles. Anyone who has ever played any version of D&D must recognize and understand its most important elements.

Goal #2: Reunification through Diversity
Traditionally, D&D editions have focused on specific play styles. This approach has fragmented the community over time. The next iteration must stretch the system to cover a wider variety of play styles through character and DM options. By looking at past editions and incorporating their elements as core or optional rules, we can allow players and groups to place the focus where they want it.

Goal #3: Reunification through Accessibility
D&D has traditionally required large amounts of time, a large play group, and a sustained commitment. The design process must focus on play time, group size, speed of play, and length of campaigns, with an eye toward reducing the minimum required from each area. Players who want a longer play time and so forth can easily scale up the game to meet their needs and opt into the various rules modules we'll provide or that they'll build themselves. However, our standard goal is to remove minimum group sizes, allow for a complete adventure in one hour of play, and satisfying campaigns in 50 hours of play.

Game Design
The new system must create a mechanical and mathematical framework that the play experience of all editions of D&D can rest within. One player can create a 4th-Edition style character while another can build a 1st-Edition one. Complexity and individual experiences rest in the players' hands. That experience is more important than the specifics of the math. In other words, if the math works but the game doesn't feel like D&D, we've failed. If the system is sound, but it can't replicate D&D's classic adventures or seamlessly support any of D&D's settings, it isn't the right system for D&D.

More importantly, we must look beyond the mechanics of the game to focus on the archetypes, literary tropes, and cultural elements that built D&D. We must build a fighter that resonates as a warrior, not one simply cobbled together with mechanics pilfered from D&D's past. The key game experience of D&D lies at the game table. Our work must start by focusing on the key elements of D&D and the unique traits of a tabletop RPG. The mechanics must support those two factors, not the other way around.

Wrapping Up
Hopefully, this document helps give you some insight into the thinking behind our goals. When you feel that you know a game very well, it's easy to get lost in the details of what makes it work. One of our aims for the next iteration is to call into question everything that R&D thought it knew about what makes D&D tick. The document above, along with a lot of the other work we've done over the past year or so, is all part of the process of hitting the reset button on our understanding of D&D.

That reset ties back into our playtesting efforts. In going back to basics, it's important for us to remember that D&D is a game played by a huge number of people. We're not trying to reinvent D&D so much as rediscover it. Doing that means we need to take into account the entire, diverse range of people who enjoy the game.



Laudable goals lets hope they can pull it off.
Don\'t mess with cats we kill wizards in one blow.;)

ggroy

"In other words, if the math works but the game doesn't feel like D&D, we've failed."

Heh.

Novastar

QuoteHowever, our standard goal is to remove minimum group sizes, allow for a complete adventure in one hour of play, and satisfying campaigns in 50 hours of play.
WTF?
I agree with simplifying the game to run smoother, but in one hour of play?
It's an RPG, not a game of Magic.

That said, yeah, I probably can't sacrifice 10-12 hours on a weekend to play anymore, so shortening it down to 4-5 hours is nice; but 1 hour?!?
Quote from: dragoner;776244Mechanical character builds remind me of something like picking the shoe in monopoly, it isn\'t what I play rpg\'s for.

ggroy

Quote from: Novastar;528460WTF?
I agree with simplifying the game to run smoother, but in one hour of play?
It's an RPG, not a game of Magic.

That said, yeah, I probably can't sacrifice 10-12 hours on a weekend to play anymore, so shortening it down to 4-5 hours is nice; but 1 hour?!?

Hmmm ... 1 hour adventures?

Wonder if Mearls et al have been watching too many CSI or Law & Order reruns.  :rolleyes:

(ie.  Cases or adventures being solved/finished in a 45 minutes tv episode.  Comb through evidence, witnesses, etc ... case closed).

Marleycat

Quote from: Novastar;528460WTF?
I agree with simplifying the game to run smoother, but in one hour of play?
It's an RPG, not a game of Magic.

That said, yeah, I probably can't sacrifice 10-12 hours on a weekend to play anymore, so shortening it down to 4-5 hours is nice; but 1 hour?!?
Well I kind of see it as if that is the base it is very easy to expand to longer time blocks unlike say having a complex system that absolutely requires 4 hours just to get through a session and any shorter being useless.
Don\'t mess with cats we kill wizards in one blow.;)

Benoist

I think the 1-hour adventure game may happen with a very specific set of players and DM.

However, and that's the good news IMO: it does not matter whether they succeed or fail at reaching that particular benchmark. It's enough for them to have this in mind and try to reach it so that the game plays as simply as it can under specific circumstances. It's a good design goal, whether it works or not as wished in practice.