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"D&D Next"

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

Previous topic - Next topic

Planet Algol

What if they end up releasing Castle Greyhawk/Zagyg for 5E AND 5E is backwards compatible with O/A/B/X/D&D.....

I'd start jizzing diamonds...
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Black Vulmea

Quote from: Planet Algol;530167I'd start jizzing diamonds...
Ouch.
"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

StormBringer

Quote from: BedrockBrendan;528665Basially saying if they sugar coat healing surges andmundane powers we will eat it up.
We are oft to blame in this,--
'Tis too much proved--that with devotion's visage
And pious action we do sugar o'er
The devil himself.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Planet Algol

A while back I said that since I quit using miniatures and the PDFs had been pulled that WOTC would never get a cent of my money ever again.

Maybe I was wrong? If they make pre-3E compatible monster books, w/o a bunch of wasted space or verbose fluff, they will get my money.
Yeah, but who gives a fuck? You? Jibba?

Well congrats. No one else gives a shit, so your arguments are a waste of breath.

Marleycat

#379
Quotehttp://www.wizards.com/dnd/Article.a.../4pod/20120416

They've posted a new podcast(first in a couple of months) interviewing Jeremy Crawford and Mike Mearls on 5E, followed by some info on the Lords of Waterdeep boardgame.

Some highlights:

1. Core of game is said to resemble Basic in scope, with modules used to get a game that resembles 3E or 4E
2. Core of the game will be constant, and modules will be additions that won't change the core
3. They made a comment that there would be six iconic spells to choose from per level.

And
QuoteSo the base core will kinda resemble Basic D&D, then we get classes that will kinda resemble AD&D 2nd edition classes (with more high level class features for fighters and rogues and at-will magic 'tricks' and spells for wizards and clerics like 3rd and 4th edition) and on top of that optimizers will be able to customize their characters with skill and feats like in 3rd and 4th edition. Tack on a 4th edition tactical module if you want.

Also they mentioned Heraldry would be a skill which can be cool. Personally not sure what to make of it given I can't listen to the podcast myself but it looks good to me because I want far less spells in the game anyway. It seems there is some contention as to what "picking 6 spells a level" really means, is it 1-9 for 54 spells like a Sorcerer of Fantasy Craft? or 1-30? for 180 total spells. Just don't know at this point.
Don\'t mess with cats we kill wizards in one blow.;)

Drohem

Quote2. Core of the game will be constant, and modules will be additions that won't change the core

Good.  This sounds promising.  :)

B.T.

How did morale work?
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.

Drohem

Quote from: B.T.;530504How did morale work?

Monsters are given a Morale Score between 2-12.  (Never fight = 2; Fight to death = 12; average 6-8).

Morale is checked at certain points during a combat like after a side's first death or when half or more of the monster's group is incapacitated.

A Morale check is done by rolling 2d6.  If the result is greater than the monster's Morale Score, then it will attempt to retreat and flee.

Marleycat

#383
Quote from: B.T.;530504How did morale work?

It's a simple mechanic where the DM would roll a d6 or 2d6 iirc  when certain conditions were met or triggered  in a battle for NPC'S action/reaction like a more advanced and layered "bloodied" condition of 4e.

Ninja'd by Drohem who explained it better.
Don\'t mess with cats we kill wizards in one blow.;)

One Horse Town

Quote from: B.T.;530504How did morale work?

I invoke number 2 or number 5.

RPGPundit

Morale rules definitely change the entire flow and nature not just of combat but of dungeon-crawls or multiple-encounter scenarios in general.

And again, they're one of those rules that if they're there, GMs can always choose to completely ignore, but if they're not its very hard to incorporate them because they're not part of the "assumed gameplay".

RPGPundit
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Marleycat

Here's the latest batch of Rule of 3 answers....

QuoteWhat thought, if any, have you given to deciding what modular rules go into the initial D&D Next release and what rules will be released in subsequent supplements?

I chose to answer this question because my answer is going to apply to the many, many product-related questions we get for Rule-of-Three. The work we're doing right now D&D Next isn't what you would call product development; we are not working on books, we're trying to create the game system that is going to be featured and expanded in various products. As such, there are many decisions about what goes into a product that we have not even started working on because it's far too early in the process. While we've got a running list of optional and variant rules we can include (Hit locations! Lingering wounds! Hexes! Firearms!), and many of those will likely appear right alongside the base rules in whatever products we release, no decisions have been made as to what rules variants will go into particular products.

   Are we going to see mostly weapons we're familiar with, doing the same range of damage from d4 to d12, or multiples of dice? Can we expect to see a return of weapon damage types as was mentioned in a previous conversation? Also, do you expect to see any exotic weapon choices in the core or is that something you'd like to hold off for a later release?

Yeah, I'm cheating by letting these three count as one question, but they're all related and allow for relatively simple answers. I think we want weapons to meet player expectations, and some of the basic things you mention (like weapons having varying but basic damage dice) meet those expectations and function well. One area where we might make some tweaks is trying to level the playing field on a lot of common weapons, because for many players, a weapon is an aesthetic choice, and it's kind of a drag to pick a weapon for aesthetic reasons only to find out your character is somehow hampered because you didn't make another, less aesthetically pleasing choice. Also, yes, right now we're looking at typing weapon damage, just like we do with spell damage. So, a mace might do 1d8 bludgeoning damage, for example.

As for exotic weapons, it's too early to know what is going to appear where. However, I would like to point out that when we talk about the "core of the game" we're not talking about the "core rulebooks" for the game. As I mentioned above, we're not working on products yet, we're trying to get the mechanical core of the system down—the basic functions of the game that make the game tick—before we start worrying about what kinds of content goes into a particular product.

   One of the things that people worry about is combat and non-combat abilities competing with each other. Are the designers/developers of D&D Next worried about this kind of thing, and if so, what are you doing to mitigate it?

In general, we want to make sure that everyone has a baseline level of competence in all three pillars of play (combat, interaction, and exploration, for those of you who haven't read previous Rule-of-Three articles) so that they can participate in adventures that use those game play pillars in different ratios. We want players to have a lot of freedom when choosing what to focus on. For example, in 4E if a player wants to blow all of his feats on extra languages and Skill Focus, that's totally OK. Likewise, I play a 27th-level wizard in Chris Perkins' Wednesday night game, and I get far more exciting use out of my utility spells than I do from my attack spells (I'm looking at you, time stop). If I could trade in some of my attack powers for more uses of utility powers, I totally would. So, when it comes to customization points, we want to let people choose what they want to focus on (be that combat, diplomacy, being the best liar ever, being a super stealthy thief, or whatever) and trust the baseline competence we've built into all characters to make sure everyone feels like they can participate.


--------------------------------------------------------------------------------

Let's just see if #3 works.
Don\'t mess with cats we kill wizards in one blow.;)

Black Vulmea

Quote from: Marleycat;530965Here's the latest batch of Rule of 3 answers....
It really seems like they need to just shut up and release their playtest already, 'cause the gobbledy-gook isn't helping.
"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

thedungeondelver

Quote from: Black Vulmea;530982It really seems like they need to just shut up and release their playtest already, 'cause the gobbledy-gook isn't helping.

I'm playtesting the game and I don't even read those articles.

I don't understand them anyway. :P
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

Benoist

This stuff is totally misleading. Any previous edition's metric or vocabulary (where say, something like "feat" means something precise which might not mean the exact same thing in Next) is useless in understanding what they're actually talking about. Honestly, you guys, you know I can't reveal anything, NDA etc, but try to keep in mind that, as stated previously by WotC, this edition is its own thing. It'll make sense later.