Slashdot Mirror


Dungeons & Dragons Next Playtest Released

New submitter thuf1rhawat writes "For a certain type of geek, nothing is more important than Dungeons & Dragons. In January, Wizards of the Coast announced that the next iteration of the game (referred to as D&D Next) was under development, and now they've released an open playtest. They hope to gather as much player feedback as possible to help refine the new rules."

213 comments

  1. Anything Else? by Anonymous Coward · · Score: 4, Insightful

    So, AD&D used to try and simulate real-world conflict as closely as possible, leaving it up to the players to come up with "cool moves", provided their attributes and GM would support it. The modern versions of D&D are more in line with Video Game Design, in that they're trying to mimick a mechanic that is fun to play, balanced, but has nothing to do with realism.

    I miss that realistic twist from the old rules, without "feats" or "powers" or other abstract concepts that are more just bootstraps to their specific world. I haven't been a table-top RPGer for 30 years, so I don't know what else is really out there, but I'm curious if there were any other properties that went the opposite direction, instead choosing to refine their rules in favor of keeping them out of the way of the experience of playing the game, and simulating a fantasy space. AD&D lost me completely with their 3.0+ versions because of that. Anything out there today that fits my criteria of interest?

    Oh, and what's with D&D Next relative to AD&D? Did Wizards of the Coast just fold everything into a straight "D&D" branding (which makes sense to me)? Or do they still have a separate AD&D line of games?

    1. Re:Anything Else? by Charliemopps · · Score: 3, Insightful

      >I miss that realistic twist from the old rules, without "feats" or "powers" or other abstract concepts that are more just bootstraps to their specific world.



      Then USE the old rules. There are plenty of people that still do. Or better yet, write your own.. I don't think I've ever played with a group of people that used any set of book rules in its entirety.

      And if you're not imaginative enough to write your modules, it's incredibly easy to buy a modern module and convert it to any rule set you'd like.
    2. Re:Anything Else? by Keith+Mickunas · · Score: 1

      I thought, but I may be mistaken as I've only played D&D sporadically over the years, that AD&D was essentially D&D 2. With D&D 3 they dropped Advanced from the name. I've not run across any books published under that name in many, many years.

    3. Re:Anything Else? by Wandering+Voice · · Score: 2

      One of the projects I am working on at home with my boys, is to develop a table-top RPG. There are many simple and fun examples already available to help with ideas. Though we are prepared to do lots of work in developing and testing. Still, our few session working on this have been a blast. Exploring the options and ideas is a lot of fun on its own.

    4. Re:Anything Else? by Anonymous Coward · · Score: 0

      Hackmaster may suit your preferences.
      http://en.m.wikipedia.org/wiki/HackMaster

    5. Re:Anything Else? by deniable · · Score: 1

      There was an AD&D 1st and 2nd Edition. There were also multiple editions of D&D before 3rd.

    6. Re:Anything Else? by Anonymous Coward · · Score: 0

      So, AD&D used to try and simulate real-world conflict as closely as possible,

      You must have been playing some other game. No version of D&D I played ever went in for realism.

      Not even close.

    7. Re:Anything Else? by pthisis · · Score: 5, Informative

      D&D and AD&D had several versions alongside each other (they were separate games developed in parallel by TSR). After Wizards of the Coast bought TSR, they merged them into a single line that was named D&D but was more like TSR's AD&D rules. Consequently there are 2 different things called D&D 3rd Edition, D&D 4th Edition--to avoid confusion, Wizards of the Coast refers to the old TSR-released ones as "D&D Version 3" and reserves the name "3rd Edition" for the post-WotC merged game. But historically the TSR one was also called D&D 3rd Edition.

      The timeline was something like:
      D&D 1st Edition/Chainmail rules
      D&D 1st Edition/Greyhawk rules
      D&D 2nd Edition
                                                          AD&D 1st Edition
      D&D 3rd Edition
      D&D 4th Edition
                                                          AD&D 2nd Edition
      D&D 5th Edition
      (Wizards of the Coast buys them out here)
                          D&D 3rd Edition
                          D&D 3.5th Edition
                          D&D 4th Edition

      Wizard of the Coast's D&D 3rd Edition and later are evolutions of the AD&D rules more than of the D&D rules
      Unofficially the later years of AD&D 2nd Edition are called the 2.5th edition sometimes.

      The original 1st edition of D&D you had to have the Chainmail table-top game rules to resolve combat; that changed when the Greyhawk supplement was released, giving D&D its own combat rules. So a lot of people consider the change from Chainmail to Greyhawk rules to be as significant as an official new edition.

      --
      rage, rage against the dying of the light
    8. Re:Anything Else? by terrab0t · · Score: 1

      The Palladium RPG aims more for realism and combat simulation. It can get tedious, but it's pretty flexible in the amount of detail you can enforce.

      They also have a lot of books that apply their system to completely different settings like modern day and sci-fi. Heroes Unlimited and Ninjas and Superspies work pretty well together.

    9. Re:Anything Else? by Anonymous Coward · · Score: 0

      Roleplaying games have generally moved toward keeping rules confined abstract, undetailed conflict resolution systems that are designed to give direction for players to do collective improvisational storytelling in a smooth fashion, rather than try to simulate anything like physics. The idea is to roleplay, not recreate combat - that's more the purview of tactical wargames.

    10. Re:Anything Else? by The+Good+Reverend · · Score: 2

      Absolutely. People just like to complain - there are enough source materials in every modern D&D incarnation that you could play radically different campaigns for decades, yet people still seem to freak out when something new comes along.

      No one says you have to use the new versions (plenty of people still use 3.5, for example), and D&D is formatted so that you can create your own campaigns and rules and characters forever with the same books you have no. Wizards/Hasbro know this, which is why they're developing a new system so soon after 4e came out - it'll sell more books (more people buy the core books than anything else). If you like those, great. If you don't, who cares? No one is taking YOUR game away.

    11. Re:Anything Else? by Terwin · · Score: 1

      Have you ever encountered GURPS? (Generic Universal Role Playing System)
      They recently released a 4th edition(the 3rd edition was released in the 80's).

      It has a point-based character generation system that uses d6 (mostly 3d6 for success rolls), but there are enough rules/optional rules to give any degree of realism you with to put in the effort to achieve. While everything you need to play is in the basic set(two books in 4th edition), they also have hundreds of generally well-researched source-books from Aztecs(pre-Spanish mezzo-America) to Biotech to Ogre(the giant cyber-tanks) to Lens-man(Based on the books by 'Doc' Smith) to Wheel of Time(Robert Jordan) to Diskworld(Terry Pratchett) to Martial arts to Celtic Myth to Supers. http://www.sjgames.com/gurps/

      Of course all of the source-books from 3rd edition work just fine for 4th edition, you may want to tweak the point-costs for the few things that were not very balanced in 3rd edition, but even that is pretty optional.(4th edition mostly ironed out the bugs found in 20+ years of playing and publishing new material for 3rd edition)

    12. Re:Anything Else? by Terwin · · Score: 1

      It seems I misremembered the dates, GURPS 4th(2004) was only released 16 years after 3rd edition(1988) which was released only 2 years after the 1st and 2nd editions(1986).
      According to the Wikipedia article, the Fallout game was originally going to license GURPS, but then changed to use their own derivative version during development.
      http://en.wikipedia.org/wiki/GURPS#Licensed_works

    13. Re:Anything Else? by aevan · · Score: 1

      Wasn't there a cartoon in some magazine or such about a high level fighter could survive reentry?

      Yeah, realism..where you fight as well at 1hp as you do at full health. Sure there were supplement books for adding in hypothermia, exposure, fatigue, and so forth but um.. core books?

      Honestly though, how much fun is rerolling a character because you got sepsis after fumbling your roll cleaning your sword? 'Realism' was the mocked word in our fantasy games: "Seriously? You're arguing tumbling physics for the MINOTAUR dodging your FIREBALL spell?"

    14. Re:Anything Else? by onlineno · · Score: 1

      Yes, the game should evolve along with its players. But it will be a problem of artificial intelligence :)

    15. Re:Anything Else? by Intrepid+imaginaut · · Score: 2

      Yeah maximum 20d6 falling damage, so leap out of the plane at your destination, pop back a good healing potion after picking yourself out of the crater in the pavement, and off to the hotel to check in.

    16. Re:Anything Else? by Anonymous Coward · · Score: 0

      There was also an unofficial AD&D 1.5 edition ... various supplements which wrecked the game balance, requiring new core editions to "fix" things. (A pattern often repeated since.)

    17. Re:Anything Else? by dbIII · · Score: 1

      I used to like realistic combat rules like you, but then I took an arrow to the knee :)
      It's all very much an abstraction and not very realistic to avoid the boring gameplay that would happen if your character gets removed from the game or vastly reduced in ability within the first few seconds (eg. an arrow to the knee and your character can never walk unassisted again). Realism may end up being no more exciting in terms of gameplay than a single coin toss. That's why we end up with a ridiculous "madoka magica" sort of situation where the characters come to no real harm, merely a bit of inconvenience, until their resources run out. It may have very little to do with reality but is more fun to play than going out in the first few seconds due to the pain from a spear wound in the stomach (from the madoka example). Abstraction is fun and makes it a game. Going for maximum realism turns it into a murder simulation, which is not necessarily interesting considing how fragile we all are in the face of fast moving sharp objects.

    18. Re:Anything Else? by nedjer · · Score: 1

      The Next playtest takes AD&D/ D&D some way back in the direction of earlier versions, which makes it less tactical combat and likely to appeal to a wider audience. However, there is no need to pay again or buy into a premium line, as RPGs have moved on - a lot - and the choice of complete, free/ micropayment RPGs is wide. E.g. Copies of Classic Traveller are downloadable and editable, clones like Pathfinder, S&W and Corruption cost buttons, and more modern, 'intuitive gaming' designs like Treasure actively support improvisation. Next will continue to have the shiniest art and countless add-ons - but a teenager or a library doesn't need to pay at all to access similar gameplay and lots of adventures/ settings. E.g. Clones like Labyrinth Lord, Dark Dungeons and Renegade are zero cost; and becoming more and more presentable all the time.

    19. Re:Anything Else? by beowulfcluster · · Score: 2

      If you like those, great. If you don't, who cares? No one is taking YOUR game away.

      An interesting advantage for tabletop games compared to fancy new MMORPG games. If someone would rather keep playing WoW with the 1.0 rules they're shit out of luck. At least if they want to be legal.

    20. Re:Anything Else? by cynyr · · Score: 1

      Learned on 3.0 in college, we moved to 3.5 when it came out. (psionics were much much better in 3.5, as were a few other things). Haven't even looked at the 4.0 stuff and played a game of AD&D. I found AD&D very limiting coming from a full set of 3.5 books. You had to start as one of 3 classes, and all you could do was hit a thing with a stick at that point... Granted we could have started a few levels in, but to be honest some of the most fun I've had in 3.5 has been the lvl 2 - 7 bracket. enough tools to do something, but not enough to make you spend ours figuring out which spells to take with. enough health that you can make a mistake and not die, and not so much that you don't even need to keep track.

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    21. Re:Anything Else? by cynyr · · Score: 1

      sounds like the 3.0 psions to me....

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    22. Re:Anything Else? by Jesus_666 · · Score: 1

      This.

      I used to like intricate rules for everything until I realized that they mostly just serve to make the game more complicated. If you have a GM and players who are committed to making the game fun and semi-sensible you don't need anatomically correct hit zone rules; you just estimate what effect the given hit could have and move on. If you do decide you need more complex rules you can still introduce them as neccessary.

      An enlightenment in this regard was moving from Shadowrun 3E with its utterly complex combat system to Exalted 2E where the combat rules are so simple and flexible that they're also used for army-scale combat and social arguments with only minor tweaks. Are they precise? No, even with their per-second timing. Are they realistic? Hell, no. In fact, they go out of their way to reward improbable but cool maneuvers. Then again we're talking about a game with characters who can leap over mountains and punch people so hard they stop existing entirely.
      (I do like, however, how Exalted does model injured characters being in worse shape. It does so by dividing the health levels (hit points) into groups with associated penalties to all rolls. Easy as pie and still a big step up from being in perfect shape at 1 HP.)

      In fact, an even bigger enlightenment was playing (d6) BESM where there is only one kind of die roll ever and characters have about half a dozen stats in total. And it still works very well for what it does as long as you are aware it doesn't even try to be detailed. It's fairly well suited for quick fire-and-forget one-shot rounds.


      On the other hand my group's role playing style is 95% character interaction with combat taking the back seat, usually being reserved for "boss" fights. Someone who wants to play a wargame with some character interaction added in is going to have entirely different preferences as a stay-out-of-the-players'-way approach won't do them any good. In their case something like the very first first-edition D&D might work: Take a wargame and put some social rules on top.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    23. Re:Anything Else? by west · · Score: 1

      In fact, "Murphy's Rules" was a collection of comics devoted to the fun of literal interpretation of the rules. I still chuckle when I leaf through.

    24. Re:Anything Else? by DuckDodgers · · Score: 1

      Realism? In a game that has magic swords, dragons, and fireballs?

      Original Dungeons and Dragons was decent - the attribute bonus rules were uniform ( +0 for 9-12, +1 for 13-15, +2 for 16-17, +3 for 18), the attack and armor rules were relatively straightforward, skills were simple, hit points were simple, saving throws were a bit odd. It wasn't a flexible game, but it was by far the easiest for newbies to learn.

      Every edition since then, from AD&D1 through 4th edition, added flexibility plus complexity. AD&D 1 and 2 had different weapon damages based on the size of the opponent you were hitting, and different weapon classes (piercing, slashing, crushing). AD&D 1 and 2 also had different attribute bonuses for different stats, and multi-classing, and all the oddness of the saving throws mechanics from original Dungeons and Dragons.

      3rd edition and 3rd edition revised simplified: multi-classing, saving throws, attribute bonuses, weapon damage types, weapon damage factors based on the size of opponents. Then they complicated the hell out of things with feats, more complex skills, and the interaction of different class abilities in multi-classing. Five steps forward, anywhere from three to fifty steps back depending upon who you ask.

      4th edition simplified skills again, reduced the relative impact of feats, simplified the magic rules, and rewrote the multi-classing rules to be less flexible and less easy to understand but easier to control (e.g. it made it harder for players to discover combinations that gave them an unfair advantage relative to the other players in the group). 4th edition also gave each class a set of choices of a series of special abilities, which makes for great flavor, great fun, but yet again tons of added complexity.

    25. Re:Anything Else? by equex · · Score: 1

      And just so you know, someone took the time to scan *all* of it, and more.

      --
      Can I light a sig ?
    26. Re:Anything Else? by CronoCloud · · Score: 1

      Unearthed Arcana you mean.

    27. Re:Anything Else? by CronoCloud · · Score: 1

      Every edition since then, from AD&D1 through 4th edition, added flexibility plus complexity. AD&D 1 and 2 had different weapon damages based on the size of the opponent you were hitting, and different weapon classes (piercing, slashing, crushing). AD&D 1 and 2 also had different attribute bonuses for different stats, and multi-classing, and all the oddness of the saving throws mechanics from original Dungeons and Dragons.

      Which is why the "Classic" Moldvay/Mentzer/Rules Cyclopedia D&D game survived for so long. Sure Elves are class, but it keeps the superflous complexity to a minimum in favor of speed of gameplay.

    28. Re:Anything Else? by Anonymous Coward · · Score: 0

      microlite20, sword and spell

    29. Re:Anything Else? by damiangerous · · Score: 1

      AD&D has been gone for over a dozen years now. Third edition did away with the "advanced" moniker after Wizards of the Coast did away with the red-headed stepchild of the "original" or "basic" D&D line.

      Also, I don't know what version of AD&D you played, but I've been playing since about 1980 and no version of AD&D I've ever played did anything close to "simulate realism". The d20 system (refined through 3.0, 3.5 and now Paizo's Pathfinder) does more to "get out of the way of playing the game" than the original first and second editions ever did. They are far more consistent, streamlined and straightforward than the old system.

    30. Re:Anything Else? by hey! · · Score: 1

      Well as simulation, AD&D was pretty bad. But as a role playing game it was fairly good.

      Realism is an illusion in tabletop gaming. What produces that illusion is having to make choices that have consequences that play out. There's a certain *rhythm* to a game that's working well. It goes like this: decision (attack the creature), immediate result (creature is not surprised), string of action rounds, second decision (run away), result (party gets through the door) then problem (how to secure the door?).

      Adding detail to a system in terms of a broader selection of alternatives at each point does add something to the game, but until you master all that detail it bogs the rhythm of the game down. Later editions of D&D seemed to me to be fine for people who'd played continually since the original AD&D, but bogged down the game for people who wanted to play casually or were coming to it new. I think from a *design* standpoint the subsequent changes narrowed the appeal of the game.

      That's not to say I'm against making things more complex. For example played under house rules that added a decision after the initiative role; you could take the initiative or you could cede it for a bonus on a counter hit. It didn't slow the subjective pace of the game because it was a simple decision with immediate consequences.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    31. Re:Anything Else? by Anonymous Coward · · Score: 0

      So, AD&D used to try and simulate real-world conflict as closely as possible, leaving it up to the players to come up with "cool moves", provided their attributes and GM would support it. The modern versions of D&D are more in line with Video Game Design, in that they're trying to mimick a mechanic that is fun to play, balanced, but has nothing to do with realism.

      I miss that realistic twist from the old rules, without "feats" or "powers" or other abstract concepts that are more just bootstraps to their specific world. I haven't been a table-top RPGer for 30 years, so I don't know what else is really out there, but I'm curious if there were any other properties that went the opposite direction, instead choosing to refine their rules in favor of keeping them out of the way of the experience of playing the game, and simulating a fantasy space. AD&D lost me completely with their 3.0+ versions because of that. Anything out there today that fits my criteria of interest?

      Oh, and what's with D&D Next relative to AD&D? Did Wizards of the Coast just fold everything into a straight "D&D" branding (which makes sense to me)? Or do they still have a separate AD&D line of games?

      Because casting fireball is extremely realistic, right?

    32. Re:Anything Else? by kelemvor4 · · Score: 1

      Then USE the old rules. There are plenty of people that still do. Or better yet, write your own.. I don't think I've ever played with a group of people that used any set of book rules in its entirety. And if you're not imaginative enough to write your modules, it's incredibly easy to buy a modern module and convert it to any rule set you'd like.

      2nd edition had by FAR the best rule set imo.

    33. Re:Anything Else? by ais523 · · Score: 1

      As of third edition, AD&D was renamed to just D&D, and Basic D&D was dropped altogether.

      --
      (1)DOCOMEFROM!2~.2'~#1WHILE:1<-"'?.1$.2'~'"':1/.1$.2'~#0"$#65535'"$"'"'&.1$.2'~'#0$#65535'"$#0'~#32767$#1"
    34. Re:Anything Else? by Anonymous Coward · · Score: 2, Insightful

      The timeline was something like:
      D&D 1st Edition/Chainmail rules
      D&D 1st Edition/Greyhawk rules
      D&D 2nd Edition

      Let's add to this.
      1985 TSR squeezes Gary Gygax out
      1989 Without it's creative backing TSR is hurting, decides to bring out "2nd edition" for a quick influx of cash by making people buy all new books.
      1997 TSR is bought out by Wizards of the Coast.
      1999 The game prospers and Wizards gets bought out by Hasbro who sees a cash cow.
      2000 To pay for their purchase of Wizards, Hasbro decides to bring out "3rd edition" for a quick influx of cash by making people buy all new books.
      2003 In order to squeeze more money out of their cash cow, version 3.5 is created in order to get a quick influx of cash by making people buy all new books.
      2007 Its been a few years, hey! Lets squeeze some more money out of the cash cow and get a quick influx of cash by making people buy new books (AD&D v4)
      2012 Its been a few years, hey! Lets squeeze some more money out of the cash cow and get a quick influx of cash by making people buy new books (AD&D v5)

      Does anyone see a pattern here? I predict: 2016 v6, 2020 v7, 2024 v8 ...

    35. Re:Anything Else? by eugene+ts+wong · · Score: 1

      I agree with you both.

      I believe that the complex rules should be saved for situations when players want to try unique things.

      Also, if they want problem solving challenges, then adding randomness to the situation might not help. Leaving lock picking skills to randomness is silly when a player is willing to spend the time to try it. It might be boring for other players, though.

    36. Re:Anything Else? by Skarecrow77 · · Score: 1

      I learned on 2e (although I did play some 1e later on), and while I'll concur that 1e had the best AD&D flavor, as well as the best campaign worlds (fuck yeah spelljammer and planescape. planescape was AWESOME), the actual ruleset is a tremendous pain in the ass. We were forever looking shit up, and finally I just made up rules on the fly for anything we weren't going to have to do over and over again.

      I like 4e. it's a lot easier to get friends who have never played tabletop games into it by describing it as "World of Warcraft on a table", which is of course somewhat inaccurate, but not wholely inappropriate. who wants to do "generic sword swing" when they can do "holy strike" instead? Also low level characters are hell of a lot more interesting now, especially mages/wizards, "what? I can cast magic missile EVERY TURN instead of 3 times and then stabbing shit with a dagger and a horribad THAC0? sign me up!" That's someing that D&D should have fixed ages ago, and I'm glad they finally did. The entire rest of the rpg world had moved on from that spell point bullshit in one way or another, and it seemed like D&D was only keeping it around for nostalgia value.

    37. Re:Anything Else? by Skarecrow77 · · Score: 1

      shit that should have read "2e had the best ad&d flavor and campaign worlds." editing fail.

    38. Re:Anything Else? by Skarecrow77 · · Score: 1

      fucking comliness.

      "18 in comliness! woot! my character is really really good looking"
      "wait, wasn't that part of the charisma stat?"
      "yeah, but being beautiful is important enough that it needs it's own stat."
      "ok, so what's that do for you then?"
      "fuck all if I know."

    39. Re:Anything Else? by anyGould · · Score: 1

      The reason for D&D Next is simple, and can be described with two points.

      First: 3.5 and 4E are very different styles of play. 4E feels and plays like an action movie - you don't sweat the mundane equipment, encumbrance is pretty much ignored, and everything you do has an awesome name. While a lot of the basic mechanics are familiar, it's balanced very differently - and it's close enough that players can compare and decide "meh, I prefer the old way".

      Second: the 3.5 OGL meant that there are a lot of publishers invested in 3rd edition. Worse, the 4th edition licensing is far more restrictive (and requires you to abandon your 3rd edition lines). This meant a lot of third-party publishers decided "hey, we'll stick with 3rd."

      Put these together, and you have (for the first time), the ability to *not* upgrade to the new edition, but yet still get new product (through Pathfinder and the like). Which puts D&D in the position of competing with itself. Add the fact that they have not done a fantastic job of in-store support or... well, general *balance* on 4E, and they're in the worse position of competing and *losing*.

      Thus... D&D "Next". We're not calling it 5th edition (because we want to avoid "edition wars"). And it's being hyped as modular, in hopes that they can lure the 3E players back into the fold. I don't personally think it'll work, because D&D players are suddenly realizing that it's possible to play more than The One True Game (and hey, look - there's a *lot* of RPG systems out there!), so that genie is well out of the bottle.

    40. Re:Anything Else? by seantide · · Score: 1

      Harn... Harnworld and Harnmaster...

      Give that a try. Very realistic combat. No silly hit points or armor class. Instead you get things like "your opponent strikes your upper shoulder, piercing the leather but not the underlay, leaving a heavy bruise on your upper arm." Your skills are not arbitrarily assigned, to gain them you must practice and use them. No levels, no hit points, skills are raw numbers. Much like real life, even a very skilled fighter can be killed by a six stone weakling that hits you right, or maybe you just get an infection. Of course, in the interest of fun, its fairly easy to modify things so you are fairly "heroic" as long as you don't do stupid things... in which case well... your character should die.

      If you want to go in another direction where long-term role play of lives happens, try Ars Magica, where games typically cover many years.

    41. Re:Anything Else? by seantide · · Score: 1

      The problem is that 4th Edition is horrible in every other way. Its grossly overpowered and overcomplicated once you leave the basics.

      THAC0 and those old rules were pretty horrible from a usability standpoint, but we've gone too far the other way. The abstractions don't even make sense for high fantasy any more.

      3.5 and Pathfinder are the last really playable versions to me, though 4th edition rules will probably work well for the upcoming Neverwinter MMO.

      If you want to introduce people to RPGs, you can also consider the D6 system. Its simpler than just about any of them and fast to learn, leaving the game largely up to the players.

    42. Re:Anything Else? by anyGould · · Score: 1

      It might have been "only" 16 years, but you can buy the two core books and reuse nearly your entire Gurps3E library. (I believe Vehicles is the only book that's pretty much useless in 4th. But that's OK because it was pretty much useless in 3rd as well ;) )

    43. Re:Anything Else? by ShakaUVM · · Score: 1

      >>"ok, so what's that do for you then?"
      >>"fuck all if I know."

      If you had an appallingly low comliness stat, you could stun people with your hideousness. If it was very high, you could charm them.

      Otherwise, yeah, it meant fuck-all.

    44. Re:Anything Else? by Anonymous Coward · · Score: 0

      only 3 classes? origonal AD&D has something to the effect of 10 classes in the PHB alone, 2(3 if u count acrobat) more in the unearthed arcana expansion and a bard class in the DMB. that is 13 to 14 playable classes. Which is i think exactly what 3e had when it came out, and way more then 2e untill you count the stupid minor varitions they started added labled as "specialists". If that wasn't enough there was 3 or 4 other classes listed in various dragon articles that were unprinted official Gary classes such as the hunter. Add onto that the chance of psionics and you have a buttload of flexibility, even at level 1.

    45. Re:Anything Else? by Anonymous Coward · · Score: 0

      You should check out Burning Wheel.

  2. Uh....May Fools Day? by RobinEggs · · Score: 5, Interesting

    Are they kidding here? Fourth edition is will turn 4 years old next month, and they're already actively developing the next set?

    It takes at least four years just to fully develop a new edition of a major tabletop game, with all the adventures and campaign settings and stuff that come out. And forget how long it takes the publishing to catch up, what about the players? All the rule and supplement books are at least $20; the most basic set of stuff for running a campaign is $70+, and that doesn't include any "toys" like campaign manuals or power-gaming goofy shit like epic-level character rulebooks / setting-based weapons and spell guides, etc. That shit's expensive, and it takes time to get used to.

    Releasing a new edition of D&D every five years is just as much a slutty cash grab as releasing a new Call of Duty annually. They're not even letting the new version settle in before they prepare to shove it out the door.

    1. Re:Uh....May Fools Day? by Elgonn · · Score: 2

      This edition has been in the work for a long time. So they really didn't even let 4th live in priority for more than three years. I'm not sure they have a good thing going though at all. Everyone I know played 3rd, 4th but eventually consolidated on Pathfinder. Does anyone like their pen and paper role playing game simplified down to 4th's level?

    2. Re:Uh....May Fools Day? by Darinbob · · Score: 1, Interesting

      It's simplified? That's good. D&D has been going way down hill since 2nd edition when they added complexity. AD&D was best one I think.

    3. Re:Uh....May Fools Day? by Ihmhi · · Score: 2

      3.5 is pretty much the standard in my gaming circles, but Pathfinder (a.k.a. 3.75) is gaining traction. People really like what Paizo has done with the rules and the setting.

    4. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      They've finally found the solution to all the crap being released. They are now going to re-release AD&D 2nd edition.

      Bring back THAC0, Planescape, and the real Dark Sun!

    5. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      AD&D 2nd Edition till I Die! (ssh its not my moms basement she is my landlord)

    6. Re:Uh....May Fools Day? by pthisis · · Score: 1

      Everyone I know played 3rd, 4th but eventually consolidated on Pathfinder.
      .
      Really? The 3rd Editions's the one that accelerated level advancement a lot; the game works best and is most fun for low-mid level characters, and that one change made it much tougher to run an ongoing regular campaign for more than a year or two. And the skills and feats changes made it feel less like D&D and more like a generic GURPsy fantasy RPG. Almost everyone I know settled on the 2nd Edition eventually.

      --
      rage, rage against the dying of the light
    7. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 1

      Nerd

      *looks at website*

      Hmmm

      *remembers he is AC*

      NERD!!!

    8. Re:Uh....May Fools Day? by DigMarx · · Score: 5, Insightful

      Wizards of the Coast and parent company Hasbro really shat the bed with 4e, and WOTC have pretty much admitted they've alienated just about every demographic in their fanbase. The grognards were put off by the MMO styling, the simulationists hated the dissociated mechanics, the math trolls...well, they'll never be happy. The icing on the cake was the red box (it's 4.5e, but it's not). Basically they had to go back to the drawing board because Paizo, makers of Pathfinder RPG, have been eating WOTC's lunch for the past year or so. Plus, I mean, who doesn't like a slutty cash grab?

    9. Re:Uh....May Fools Day? by meiao · · Score: 1

      Planescape! Though I think planewalker has done an ok job upgrading the setting to 3rd ed.

    10. Re:Uh....May Fools Day? by JoshuaZ · · Score: 3, Insightful

      They have to release fifth edition because 4e has been such a dismal failure. A lot of people stuck with 3.5, probably a lot more than they anticipated. And some of the people just switched to Pathfinder which is effectively D&D 3.75. There was pretty big backlash on 4e. A lot of people have objected that all the classes feel similar (every class pretty much has some number of daily powers, some number of per an encounter powers and some number of at will powers), that magic has become too weak, that multiclassing is too inflexible (you can't just take a few levels of one class and a few of another but rather need to spend feats to get some limited multiclassing functionality), that it feels too much "like WoW" (this last encompasses many of the other objections but also gets to the feel that the game is not as simulationist but more gamist since NPCs and monsters are no longer working off the same rule set of players). There are other objections also, but the basic result is the same: not great sales for WoTC and a very fractured base.

      It also doesn't help that WoTC took the time to also redo their forums around the same time and make a lot of good links to homebrew content and the like go simply dead, and then precede to dump all discussion for pre 4th edition into a single forum (why yes, it does make so much sense that people trying to design new prestige classes in 3.5 should be posting in the same forum where someone wants advice about how to run AD&D.).

      I think that a lot of people are hoping that 5e will look more like 3.5 or 2e than it looks like 4e, but I'm not that optimistic. So far WoTC has shown that they have more business sense than TSR but less understanding of what players want (although TSR made some real doozies in that regard also).

    11. Re:Uh....May Fools Day? by Dracos · · Score: 1

      These short lifecycles are proof that WOTC (and their Hasbro overlords) still don't know how to manage an RPG. Almost everyone complained about moneygrubbing when 3.5 came out, and then some more when 4e came out. WOTC over-corrected for TSR's failure (too many crap/undersupported settings, and silly supplements) and took the wrong lessons from it. They've reduced the number of settings and put the core system on a version cycle that the model can't support, when they should have let system versions stand for 10 years and draw turnover from new setting materials.

      Granted, 1e only lasted ~11 years until 1988 because of a legal spat between TSR and Gygax, otherwise who knows how long it could have run. 2e ended because WOTC thought it was too complex, and therefore difficult to market (it sort of was, after TSR spent its last six years bloating it). 3.5, 4e, and now this are just gratuitous.

      And the sad thing is, most people who cut their teeth on 3e+ just don't know how to portray a character (or properly GM a game), because modern D&D is more about combat and powers; it's become somewhat more an FPS/MMO with dice than a classic tabletop RPG.

      If this new version trades feats/powers/prestige classes (all the roll-playing junk that metastasized from kits in the brown books) for actual role playing, they'd be getting the game back on track.

    12. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      d20 -> 1 Critical miss

    13. Re:Uh....May Fools Day? by Bacon+Bits · · Score: 4, Interesting

      My playgroup's biggest problem was the amount of "system mastery" required to play the game in a timely manner. When every character has 10+ abilities which are all useful in slightly different situations using keywords like push, pull, slide, daze, stun, mark, etc., it can take an incredibly steep learning curve. Add to that all the bookkeeping you must do round-to-round for 5-6 PCs plus 5-10 monsters with abilities that have durations, cause damage each round, refresh and can be re-used, trigger off actions or events, have moving or variable areas of effect, and so on. Combat took forever. We run a session once a week for about 6 hours, and found that we struggled to run two combat encounters each night. Sure, we could structure the night better so that we had everything optimized to keep gameplay as smooth and quickly paced as possible, but that's not a fun way to play a game. D&D is about sitting around a table laughing and bullshitting with friends. I don't want to organize my game session like a business meeting. I get enough of that at work!

      The other issue is that such a strong mechanical focus in the rulebooks for 4E overtakes even the storytelling and roleplaying aspects of the game. Ideas like Skill Challenges work great for things like navigating the wilderness or disarming complex traps, but the designers tried to force this mechanic into any encounter that wasn't a combat encounter. Including those better resolved with talking and roleplaying (which really doesn't need rules). Additionally, often in the published encounters we found that the author assumed the players would succeed at skill challenges or that the DM should allow unlimited retries even when you're doing things like... trying to be diplomatic or search for information in a hostile town. So it became "roll dice until I say you can continue with the story" and then "oh, you failed again? what happens... it looks like you can't continue and have no hope of picking up the trail. that's lame and defeats the purpose of running a module, so let's assume you succeeded or it's game over".

      Those of us in the group that loved mechanics loved the game. Mechanically combat was fantastic. It was complex and interesting. It was never just "roll a d20 and roll for damage" over and over. Problem was... those beautiful mechanics completely got in the way of the rest of the game. 4E was a tabletop war game shoved into an RPG box. It was a really good and fun tabletop war game, but it wasn't D&D.

      The only mechanical issue I had with the game is that the mechanics were too delicately balanced. It was obvious that even a +1 or -1 to a die roll was immensely important. The mechanics were so tight that it was obvious while playing it. That's... too tight. The fudge factor needs to be higher.

      --
      The road to tyranny has always been paved with claims of necessity.
    14. Re:Uh....May Fools Day? by Selanit · · Score: 4, Interesting

      The big problem with Wizards of the Coast is that it's being run by marketing specialists who don't game. They're hugely out of touch with their target market, and the result has been a crappy product that few people want to buy.

      Meanwhile, Paizo -- the company that makes Pathfinder -- has taken the pulse of the d20 gaming community. The company is run by gaming geeks. Virtually everyone there plays for fun, even the CEO. Paizo makes most of its money off adventures, not rules -- their subscription-based monthly adventure modules are their primary revenue stream. All of the actual rule mechanics are available free online under an open license, and if you want pretty illustrations to go with them, the PDFs are reasonably cheap.

      At Paizo, the adventure comes first, and the rules are just a framework. WotC puts the rules first, and the adventure second. Even this WotC play test strikes me mostly as the WotC marketing droids aping Paizo. Which just demonstrates their cluelessness even further.

    15. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      With Pathfinder they seem to have really reduced the fast leveling of 3rd/3.5. Not only do they offer different XP scales based on how fast you want the leveling to be but, from my limited experience so far, it seems as though the XP for individual encounters is generally lower than it was before. I've only played in a handful of Pathfinder sessions since I just recently joined a group that's playing it, but we're running it with the "long" leveling chart and having been in 4 4-hour sessions of a lot of hack-and-slash dungeon diving the whole party is only level 2.

      The skills and feats are pretty much the same system as 3/3.5 though. If you want to check it out without visiting the local bookstore, buying it, or torrenting the books then you can check out the Pathfinder Reference Document over at Paizo's website. It's the entire set of rule books in easily searchable form, fully updated with any errata that's been added due to discussions on their forums, and is pretty much all you would need to actually run a game under the Pathfinder ruleset if you're not looking to play in the official setting. Pathfinder Reference Document

    16. Re:Uh....May Fools Day? by N1AK · · Score: 1

      Well I do and the circle I game in does but most of us are either new to RPGs or comparatively light players. Personally I find more complex rule sets limit the game more than they open them up if you have a remotely flexible/capable GM and they definitely slow everything down.

    17. Re:Uh....May Fools Day? by ConaxConax · · Score: 0
      Do you work for Paizo or something? They took the 3.5 rules and reprinted and sold them with very minor adjustments. The rules have to be open as far as I am aware because WotC unusually made the Open Game Licence where they open sourced their base rules, and so derivative works need to follow suit, which is why PF books say OGL on them. That people even buy Pathfinder is amazing to me. I am in a Pathfinder game on Thursdays and the difference from 3.5 is barely noticeable. In another group I'm playing the d100 Space Marine game this afternoon for the first time, though this group switches between 4e, nWoD and stuff like Dark Heresy, but they don't see the point in Pathinder, as they have all the 3.5 books, so why rebuy them with another company?

      Are WotC occasionally a nasty company? Yes, they need to please their Hasbro overlords or they will be cut in to oblivion. Paizo SHOULD put more work in to their adventures, as they already put minimal work in to the ruleset and made a bunch of cash from it.

      But seriously, do you work for them, with a post like this?

    18. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 2, Informative

      I don't work for Paizo, and I largely agree with the grandparent. Yes, Pathfinder is very similar to D&D 3.5. People *liked* D&D 3.5 - Pathfinder fixes a few bits that didn't flow quite right, simplifies a few other extraneous bits, and repackages it. It's a straightforward fork of an open-licensed project, and a good one.

    19. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      Well, how many maintenance patches have they released over those 4 years?

    20. Re:Uh....May Fools Day? by cynyr · · Score: 1

      3.0 psionics... that is all i have to say...

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    21. Re:Uh....May Fools Day? by Intrepid+imaginaut · · Score: 1

      Paizo makes most of its money off adventures, not rules

      Ah now see, this is the smart way to play it. What I liked about AD&D 2E was the vast depth of resources available.

    22. Re:Uh....May Fools Day? by vlm · · Score: 1

      Grandparent is basically correct, although a little overmotivated. Does make you wonder where he works, even if he is correct.

      put minimal work in to the ruleset and made a bunch of cash from it

      How much cash are they making off the free reference doc app on my android phone? Negative. The title in the play store is "PFRPG RD". Well I do buy adventures from them, so I guess they make a lot of money, yet indirectly as you say.

      Can't make money anymore selling the ideas of "calculus". Can make money selling "calculus" textbooks and workbooks.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    23. Re:Uh....May Fools Day? by west · · Score: 1

      My (unconfirmed) sources indicate that Hasbro was seriously considering forcing WOTC to kill D&D because 3.5 sales (by then mostly supplements) were making it a niche market that Hasbro has no interest in.

      The much maligned Fourth edition may have saved D&D for a few years.

      For many larger companies, if it's not selling a kajillion units a year, then close it down and start developing something else that does. Simply making a small but decent profit is not sufficient to keep a product alive.

    24. Re:Uh....May Fools Day? by CronoCloud · · Score: 1

      Athas sucked as a setting, it was TSR's attempt to lure all those 90's anti-hero fans in. You know the ones..the ones that went all gaga for for heroes named Bludstryke or Dethblud with a jillion pockets, one glowing eye, one cybernetic limb and a gun with a trapezoidal barrel?

      Same goes for Planescape. for those people who wanted the above and cyberpunkish lingo in their fantasy RPG.

    25. Re:Uh....May Fools Day? by damiangerous · · Score: 1

      Fourth edition was a (relative) failure. Wizards saw their flagship game (no not Magic, the other one) beaten in sales by an iterated version of its very own previous edition (Paizo's Pathfinder). Paizo stole the crown from Wizards as King of the RPG. They improved the parts that fans wanted improved, left the rest alone and put it all in a professional and well designed world. The best developers fled from Wizards en masse, some working for Paizo, many starting their own operations publishing compatible material under the Open Game License (gaming's version of the GPL).

      D&D Next is a lot more like third edition than it is like fourth. Wizards wants their crown back. Time will tell if they're just going to be a pale imitator in their own field or if they'll actually pull an innovative iteration of D&D out of this.

    26. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      I think you played D&D with a little too many stoners and metalheads.

    27. Re:Uh....May Fools Day? by Selanit · · Score: 1

      Do you work for Paizo or something?

      No, I don't work for Paizo; just a fan. For my day job, I'm a librarian in North Dakota.

      They took the 3.5 rules and reprinted and sold them with very minor adjustments.

      The changes to the rule set are rather more extensive than you suggest, though I'll grant that it's hard to see the overall effect because many of the changes are quite minor individually. Taken as a whole, though, the system is a lot smoother.

      The biggest difference in terms of mechanics is the shift in emphasis towards modularity instead of multi-classing. In 3.5 if you have a character concept that doesn't fit easily into a pre-existing class, you have to do some crazy multi-classing to get it worked in. Paizo's "archetypes" approach makes that kind of thing a lot easier, because it lets you swap out class features in a standard base class in order to get something different. Not more -- just different. I used to spend ages working out how to qualify for weird prestige classes in order to get a character which matched the picture in my head reasonably well. Now I apply an archetype to one of the base classes, and never bother taking any other class. It's great.

      The rules have to be open as far as I am aware because WotC unusually made the Open Game Licence where they open sourced their base rules, and so derivative works need to follow suit.

      I'd point out that Paizo has continued putting the OGL on all their new stuff, too. It applies to all of their hardcovers (though large parts of the campaign setting book are exempt), and to portions of the adventure paths as well. For example, take a look at the Sanguine Ooze Swarm. It's a monster whose stats never appeared in any of the books; it put in an appearance in "The Haunting of Harrowstone", but it's under OGL, so it's up for free.

      ... [my group doesn't] see the point in Pathinder, as they have all the 3.5 books, so why rebuy them with another company?

      That's exactly my point. They don't have to buy the books; the mechanics are all there online, free for use. Bring a laptop -- or better yet a tablet -- and you've got the entire rule set right there ready for use.

      ... Paizo SHOULD put more work in to their adventures, as they already put minimal work in to the ruleset and made a bunch of cash from it.

      Dude, they put out a new adventure every month, like clockwork, as part of their Adventure Paths. Each adventure path comes out once per month for six months, then they start a new one. There are 9 finished adventure paths to date (54 total adventures), and they're two books into the tenth. The adventures themselves run 64 pages, but the actual publication generally clocks in about 92-100 pages overall once you add in new monsters, articles giving background information on the adventure setting, the monthly fiction, and the rather nice artwork. And that total doesn't even count the other adventures in their "modules" series, which are stand-alone adventures rather than part of a larger story arc. There are 50 of those so far.

      Like I said -- they make their money mostly off the adventures. They're happy if you buy the books, of course, but what they REALLY want you to do is sign up for a monthly subscription to their adventure paths. That's where they make their real money. If you want a home brew game, or whatever, then you never have to pay them a dime.

    28. Re:Uh....May Fools Day? by twoallbeefpatties · · Score: 1

      There's got to be some sort of internet law about how impossible it is to have a discussion about D&D without talking about how other systems are better.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    29. Re:Uh....May Fools Day? by eugene+ts+wong · · Score: 1

      I didn't like the negotiating aspect. I believe that there should be certain parts of negotiating that are random, just for fun. However, by default, negotiating shouldn't rely on the character abilities or any die rolls. Your ability to gauge deceit and to negotiate should be based on your real life skills. The social aspects should be entirely based on real life skills, as much as possible.

      You are right about it being a tabletop game.

    30. Re:Uh....May Fools Day? by Macgrrl · · Score: 1

      Having played every edition since AD&D (1st ed), I actually quite enjoy the way 4e works. It's generally reasonably smooth, you get a sense of progression in the amount of damage you deal and receive, without the sill number of attacks you used to roll in 2e (for example).

      I don't miss THAC0, adding up 1d4+14+2d8 is enough math for me on the average afternoon (yes that is a rogue with a dagger and combat advantage - add a couple of d12s if I crit).

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    31. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 1

      This past Friday my group ran the D&D Next playtest campaign, using all of the pre-built characters in the pre-provided module (Caves of Chaos, based on the original one of the same name.) Here's the gist of our experience:
      1. Characters are much simpler - you don't have 4 defenses, saving throws are more like 2nd edition, no standard skill lists.
      2. Characters are less tough starting than 4th edition, but tougher than 2nd.
      3. Every character has a class-relevant attack they can do every round, but not a ton of them.
      4. Clerics get cantrips, and cleric and wizard cantrips may be used an unlimited number of times. Each has a few cantrips which are useful in battle (magic missile, ray of frost, etc.)
      5. Spell memorization and slots are back. Memorized spells are relatively powerful.
      6. Armor and weapon skills are simplified relative to 3rd.
      7. The fighter is still boring to play (so far anyhow) just like in 3rd.
      8. The combat mechanics are simplified - unlike in 4th where each combat might as well be a session of Warhammer 40k, this was simple - there's no attacks of opportunity for instance, which made movement a tricky tactical problem. We got through half a dozen combats in one 5 hour session.
      9. The rules strongly suggest against using any skill checks unless strictly necessary. There are examples of DCs and attributes which should be used for common kinds of checks, but no master list of skills. Characters still have bonuses to specfied actions (like pick locks) but this seems class-based, and as I said, there is not a master list of such things. I think this is to encourage GMs to be more creative about the use of checks.
      10. The game is more deadly than 4th, not as deadly as 2nd. Three of the five characters had to make death saving throws during the game, and one was one HP away from dying at one point. Bleeding out is a distinct possibility without healing potions/magical healing.
      11. Healing is more like 3rd edition (potions and spells.) No weird "healing surge", whatever that was supposed to be...
      12. Magic is rare, powerful, and generally not for sale - no lists of magic items you can buy at you local Wal-Mart like 3.5 and 4th.

      Of course we are early in playtest, and I assume there is much informatin we have not been given (like how to actually create characters.) Overall, I am cautiously optimistic.

      Disclosure: One of my friends works on the rules and writing for D&D Next. But I can also say to you that they agree that 4th Edition really got some key things wrong and they understand the mistakes. Also, Monty Cook is back leading the team.

    32. Re:Uh....May Fools Day? by CaptainPinko · · Score: 1

      5 & 8 & 9 really seem like steps backward IMHO. Avoiding attacks of opportunity was an interesting tactical problem. If you want to get rid of that I'd go with Zones-of-control rather than none-at-all.

      --
      Your CPU is not doing anything else, at least do something.
    33. Re:Uh....May Fools Day? by Anonymous Coward · · Score: 0

      The big problem with Wizards of the Coast is that it's being run by marketing specialists who don't game. They're hugely out of touch with their target market, and the result has been a crappy product that few people want to buy.

      The big problem is, like most corporate takeovers, when Wizards was bought out by Hasbro they layed off (fired) almost everyone and put their own people in charge. Now they are pissing off their customer base by coming out with a new and completely incompatible game system "upgrade" every four years. Most people just are not into throwing out and replacing $120+ in game books very four years for a recreational activity that gets together once a month. My own gaming group pretty much stayed with v2 because EVERYONE knows the rules.

    34. Re:Uh....May Fools Day? by MrResistor · · Score: 1

      I didn't like the negotiating aspect. I believe that there should be certain parts of negotiating that are random, just for fun. However, by default, negotiating shouldn't rely on the character abilities or any die rolls. Your ability to gauge deceit and to negotiate should be based on your real life skills. The social aspects should be entirely based on real life skills, as much as possible.

      So, what you're saying is that only people with strong social skills should play tabletop RPGs? I think you've missed the point.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    35. Re:Uh....May Fools Day? by ShakaUVM · · Score: 1

      Hmm, not my experience at all. High level 4e is somewhat complicated (I just got done playing three 12 hour epic level games at a Con this last weekend), but it's not nearly as complicated as 3e was.

      4e is basically a dumbed down version of D&D, and D&D Next is reputed to be even further dumbed down.

      And they wonder why people are abandoning them for Pathfinder...

    36. Re:Uh....May Fools Day? by eugene+ts+wong · · Score: 1

      No, the GM could adjust it. Like many railroaded games, the outcome could be the same, but the route could be determined by how well the game is negotiated. For example, the GM could give feedback, and say, "If you had used this technique, instead of that technique, then you would have gotten a +2 sword instead of +1.".

      Failure doesn't have to be all bad.

    37. Re:Uh....May Fools Day? by Magius_AR · · Score: 1

      The biggest difference in terms of mechanics is the shift in emphasis towards modularity instead of multi-classing. In 3.5 if you have a character concept that doesn't fit easily into a pre-existing class, you have to do some crazy multi-classing to get it worked in. Paizo's "archetypes" approach makes that kind of thing a lot easier, because it lets you swap out class features in a standard base class in order to get something different. Not more -- just different.

      Technically, to be fair, they did have that in 3.5. It was called "substitution levels". Though I will grant they weren't as common or extensive as prestige classes.

    38. Re:Uh....May Fools Day? by MrResistor · · Score: 1

      The point of playing an RPG is not to play someone who can do all the things I can do. I already do that every day in real life.

      The point of playing an RPG is to take on the persona of someone who can do things I can't do, and that list might include convincing others to do things they really don't want to do. My own personal social skills (or lack thereof) should not prevent me from playing a social character any more than my own physique prevents me from playing a muscle-bound warrior. That's the entire point of an RPG!

      --
      Under capitalism man exploits man. Under communism it's the other way around.
  3. Quick Summary by Anonymous Coward · · Score: 5, Informative

    The playtest is pretty limited. Lots of little minor changes. But what I can make out so far:

    4th Edition Base - Limited Power System + New simplified math system for positive or negative modifications to circumstance + Vancian Casting (kinda)

    If you're expecting a huge shift or one back to 3rd you're better off sticking with Pathfinder at this point.

    1. Re:Quick Summary by Ihmhi · · Score: 4, Insightful

      What boggles my mind is the missed opportunity at iOs/Android apps.

      Have one unit as the "DM". Other people in the same area/LAN can be flagged as players. DM can see everything, players can only see relevant combat data and their own character sheets. You could literally replace all of the paper with a well-written iPad/Android suite and they'd make boatloads of money doing it.

      Unfortunately WotC seems content to just re-release the game every five years and clean up on the sourcebooks. It's vile.

      As an explanation for the sheer depth there is in 3.5, did you know there's something on the order of 700+ classes and prestige classes in that edition? And that's just in the official sourcebooks.

    2. Re:Quick Summary by matunos · · Score: 1

      You realize that the Slashdot story for such an iPad/iPhone integration would be riddled with complaints about how having to hold pencil and paper is the only true D&D experience and Wizards was pissing on it?

    3. Re:Quick Summary by Anonymous Coward · · Score: 2, Interesting

      Say what you will, 4e makes a great tactical combat game. WotC was working on a digital thing for it, except the head developer committed a murder-suicide.

      http://seattletimes.nwsource.com/html/localnews/2008085333_murdersuicide01m.html
      http://www.examiner.com/article/the-murder-suicide-that-derailed-4th-edition-dungeons-dragons-online

    4. Re:Quick Summary by gmhowell · · Score: 1

      Once again proving the efficacy of restraining orders. Most often used as leverage in a divorce, restraining orders serve no rational purpose. If someone wants to hurt another person, they will, no matter the existence of the restraining order.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    5. Re:Quick Summary by cynyr · · Score: 1

      wake me up when the app is flexable enough to take into account house rules, large numbers of circumstance bonuses, and custom races (with or without bloodlines). I keep trying out spreadsheets and programs for it, and always run into something the program/sheet/app can't handle.

      For example, could you tell me where the druid lvl 0 "create water" spell specifies the type of water or where it is created? My wife sucssufully argured that it was holy water and should appear where she wanted it to (above the vamipre we were fighting at the time). It had some interesting effects as there was basically no saving throw for it.

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    6. Re:Quick Summary by argStyopa · · Score: 1

      "...Unfortunately WotC seems content to just re-release the game every five years and clean up on the sourcebooks. It's vile...."

      Well, investing money in actually improving it would make this an ACTUAL improvement, and less of a slutty cash grab (credits for that phrase above).

      D&D: the invention
      AD&D: an improvement on the invention
      AD&D extra crap starting with UA: slutty cash grab
      AD&D2nd Ed: pure slutty cash grab
      3rd Ed: I think this was a conscientious effort to really pull the system into a consistent set of mechanics and a rules set that was (by now) more exceptions than rules.
      3.5 slutty cash grab
      4.0 something between 3rd E and a slutty cash grab, but at least it was a serious effort to rewrite the rules to be more appealing to video gamers familiar with cooldowns, etc. IMO it's actually not a bad system; it's not D&D but it's not a bad system intrinsically.
      4.5 slutty cash grab
      D&D Next: looking like slutty cash grab.

      --
      -Styopa
    7. Re:Quick Summary by Anonymous Coward · · Score: 0

      This is a UI problem to solve, not a fundamental flaw.

    8. Re:Quick Summary by damiangerous · · Score: 2

      For example, could you tell me where the druid lvl 0 "create water" spell specifies the type of water

      "This spell generates wholesome, drinkable water, just like clean rain water." I guess if it rains holy water in your world, she would have an argument.

    9. Re:Quick Summary by damiangerous · · Score: 1

      3rd Ed: I think this was a conscientious effort to really pull the system into a consistent set of mechanics and a rules set that was (by now) more exceptions than rules.
      3.5 slutty cash grab

      You've got these two backwards. When Wizards bought TSR they decided to do a third edition as a way to modernize the rules and put their own mark on it. However, when Hasbro purchased Wizards in 1999 it put them under a great deal of pressure to get the new edition out ASAP. This led to the great concept and poor execution of third edition, as the development cycle was artificially accelerated. 3.5 was the result of having time to actually finish up the development cycle of what should have been third edition.

    10. Re:Quick Summary by Anonymous Coward · · Score: 0

      Really -- To me it looked like they punted all the 4th edition crap out and really based it on 1st edition AD&D(but using the D20 system). Brought Vancian magic back in, and splashed in 3rd/4th edition feats/power to a limited degree. They did add in non-combat healing to speed play (like 4th edition healing surge in a way), and brought back traditional clerical healing from previous editions. So it seems pretty simplified to me, something between 1st and 3rd editions (but not quite the cobbling of 2nd). So far as a rule set I like it, looks really easy to run. The catch though is will WotC overlord masters (Hasbro), let them OGL the rules, I think that would go a long ways. They really need to give this stuff back to the D&D community, much like Paizo has.

      Cheers!

    11. Re:Quick Summary by seantide · · Score: 1

      You could do the same with a lot of computer software for desktop/laptop as well. Unfortunately most of it is utter garbage or very expensive, or severely limited on the platforms it will work with.

      There is a heavy need for good software but what is out there isn't great.

    12. Re:Quick Summary by Anonymous Coward · · Score: 0

      A common misperception. While protective orders don't help everyone, achieving a final protective order (rather than an initial, temporary protective order) is associated with a dramatic reduction in domestic violence. See, e.g., http://www.carseyinstitute.unh.edu/publications/IB-Logan-Civil-Protective-Order.pdf

    13. Re:Quick Summary by jakoye · · Score: 0

      The purpose of a restraining order is not to prevent a person from hurting another person. It's to prevent a person from harassing another person. I agree that if the subject of the restraining order wants to hurt the person who put the order on them, then nothing but a .357 (or your caliber of choice) will stop 'em.

      --
      Better to reign in Hell, than serve in Heaven
    14. Re:Quick Summary by gmhowell · · Score: 1

      The purpose of a restraining order is not to prevent a person from hurting another person. It's to prevent a person from harassing another person.

      Never heard that one before. All I ever hear about is the violence bit.

      And why are you scored zero? Makes no sense.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    15. Re:Quick Summary by gmhowell · · Score: 1

      Then why issue the former if they don't do anything? Will take a look at the link you provided. Thx.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    16. Re:Quick Summary by gmhowell · · Score: 1

      Rough study. ~200 people. Self reporting. 'Feelings' of violation. Doesn't seem very rigorous to me.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    17. Re:Quick Summary by jakoye · · Score: 0

      I don't know. All my posts are automatically scored at zero. Perhaps I pissed somebody off with mod points? I could see me doing that. :D

      --
      Better to reign in Hell, than serve in Heaven
    18. Re:Quick Summary by Anonymous Coward · · Score: 0

      A virtual tabletop was a huge part of the appeal of 4E initially. It was supposed to use a 3D engine and have models for miniatures, as well as a character creator and designer. As usual with Wizards, they stalled the program forever and killed it off.

  4. Re:d3 by Anonymous Coward · · Score: 0

    Not if the servers have anything to do with that.

  5. Re:d3 by Anonymous Coward · · Score: 0

    There is no d3. The lowest die is d4.

  6. Re:d3 by QQBoss · · Score: 3, Funny

    d6/2, round up. Turn in your geek card.

  7. All posts thus far are in some other language... by Anonymous Coward · · Score: 1

    Greek? To me it is.

  8. Re:d3 by Anonymous Coward · · Score: 2, Informative

    d6/2, round up. Turn in your geek card.

    d2. Come on man, if you don't know the damage for blowguns and pixie bites what good are you?

  9. So Many Good Alternatives by xaoslaad · · Score: 3, Insightful

    My advice is to try Pathfinder, Castles and Crusades, or Microlite20.

    M20 is free. Pathfinder and Castles and Crusades have cheap PDF/eBook alternatives to buying expensive books.

    They all seem more intent on maintaining a usable rule set than simply releasing new rule sets every few years in order to convince people to rebuy all their books.

    1. Re:So Many Good Alternatives by Riceballsan · · Score: 3, Informative

      Not to mention with pathfinder, pretty much everything is SRD, the monster stats, the rules, wealth by level, virtually everything you would want or need to run a game. (3.5 did this for the most part, but intentionally left major omissions such as wealth by level, experience tables and pretty much everything that was added in the suppliments after the fact). You can pretty much run a pathfinder game straight from the information at d20pfsrd.com

    2. Re:So Many Good Alternatives by GoodNewsJimDotCom · · Score: 1

      Or just use an old core D&D or AD&D rules, and modify rules as you see fit.

      My friend said,"Why oh why do you roll for hit points on level?" He knows it is a bad rule( you can roll all 1s and be perma gimped), yet he cares it is in there. I would think in today's day and age, we can all come up with our own custom systems. D&D has been out for decades now, you'd think each game master would have their own list of custom house rules and wouldn't embrace every change that comes down the pipe.

      PS: I might be working on RPG things professionally soon here. I don't want to share a lot of details. I just want to do it, release it, and then talk about it later.

    3. Re:So Many Good Alternatives by Cylix · · Score: 1

      Back in the day, we had a fairly good GM and wouldn't let you gimp yourself on a bad roll.

      We even implemented a blue mage class for my character. Sure, you can learn spells as long as you survive the effect (percentage chance of course). The positive offset was the class could learn monster magic. ie, a needleman attack.

      This more or less barred the character from certain forms of magic, but it made a far more interesting game.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    4. Re:So Many Good Alternatives by xaoslaad · · Score: 1

      yep. starting a game on Tuesday and I'm the only one that actually owns any books. I pointed all the players at that website and helped them where they needed it.

    5. Re:So Many Good Alternatives by Anonymous Coward · · Score: 0

      I google Microlite20 and get a viagra site as the first link. dafuq?

      Also, Paizo's use of the OGL means that the mechanics for Pathfinder are all available online on the official site and on d20pfsrd.com.

    6. Re:So Many Good Alternatives by Anonymous Coward · · Score: 0

      So was it the effects of wish, or disintegrate that finally did that character in? :D

    7. Re:So Many Good Alternatives by Anonymous Coward · · Score: 0

      I don't get anything about Viagra anywhere in the first couple pages of results. Maybe you're too stupid to differentiate the paid ads from search results and/or too stupid to have an adblocker installed?

  10. Re:All posts thus far are in some other language.. by JoeCommodore · · Score: 2

    (rattles die....) 20! Veni, Vidi, Vici!

    --
    "Enjoy what you're doing! If it becomes drudgery, you're doing it wrong!" - Jim Butterfield
  11. There is a d3, it's not a d6 / 2 round up either. by VortexCortex · · Score: 4, Informative

    There is no d3. The lowest die is d4.

    As an ancient D&D player, I must say you are wrong. The Three Sided Die is shaped like a football with three ridges. The football shape keeps it from standing on either end, and you read the top ridge.

    You can use: "d6 divided by two, rounding up" in a pinch, but prepare to be pointed and snort-chuckled at.

  12. D&D is a crappy FRP system. by bcrowell · · Score: 3, Insightful

    I spent way too much of my teenage years playing D&D...very enjoyably.

    But...

    D&D is a crappy game system. Every fifth-level fighter is the same as every other fifth-level fighter. Every ninth-level magic user is the same as every other ninth-level magic user. The only way a character differs from others of the same class and level is in their strength, dexterity, etc., and those are (a) mostly not very important, and (b) generated by rolling dice, which is not very interesting.

    Systems like GURPS and Traveller did a much better job of allowing you to create a character with individual skills, strengths, and weaknesses.

    Why is anybody still playing D&D instead of something better?

    1. Re:D&D is a crappy FRP system. by pthisis · · Score: 2

      You're absolutely right that there's strict differentiation between classes in D&D compared to other systems (or at least there was, before 3E's skills and feats). There are pluses and minuses to both mechanisms, IMO, but forgetting that distinction is why the post 2nd-Edition D&D rules have all sucked: either you want to play Dungeons and Dragons, in which case you want strong class delineation, or you want a skill-based game a la GURPS. 3E tried to blend the two with just plain ugly results.

      --
      rage, rage against the dying of the light
    2. Re:D&D is a crappy FRP system. by cfalcon · · Score: 3, Informative

      Dude, your DM must be an asshole. And also your DM must be in 1985.

      Every 5th level fighter has a wide variety of feats to select from. A 1st level human fighter has THREE feats to pick- you could specialize in archery, melee, reach weapons, combat maneuvers, or take defensive feats or mounted feats.

      You also have skill points to determine non-combat things, such as how perceptive you are, whether you are good at sailing and/or cooking, or pretty much anything else.

      The term "magic-user" hasn't been used since 1st edition, and of course, every caster's actual spells that he has access to make a wide difference- on top of the feats, he has.

      And in practice, you have widely different magic items.

      Dicing for stats, while certainly supported, is but one of many ways to assign character stats. Unarguably the most popular version is a point buy, which lets you build a character much closer to the one you want.

      Your terminology and assumptions are out of date, but even way back THEN, you could point buy, and had other things to distinguish characters, even though we didn't see feats to represent areas of specialization until 3.0.

    3. Re:D&D is a crappy FRP system. by JoshuaZ · · Score: 4, Insightful

      D&D is a crappy game system. Every fifth-level fighter is the same as every other fifth-level fighter. Every ninth-level magic user is the same as every other ninth-level magic user. The only way a character differs from others of the same class and level is in their strength, dexterity, etc., and those are (a) mostly not very important, and (b) generated by rolling dice, which is not very interesting.

      If you think this, you really should look at 3.5 or pathfinder a bit more. There's a lot of customization. For example, sorcerers get a limited set of spells known, so pretty much any two sorcerers will have different abilities. A sorcerer gets around 40 spells to choose from (unlike the classical "Vancian" casting of a wizard who has to prepare spells, a sorcerer may cast their spells with no preparation). So every sorcerer has a slightly different set of strengths and weaknesses (in core alone there are over a hundred spells to choose from) Similarly, the Tome of Battle splatbook made a pretty similar system for combat classes where they can learn specific martial maneuvers. Again, the level of customization is high. And this is before we get into feats and prestige classes. I agree that GURPS does still do a better job in terms of overall flexibility (especially weaknesses which D&D never really handled that well) but the level of flexibility is still pretty high.

    4. Re:D&D is a crappy FRP system. by Anonymous Coward · · Score: 0

      This is the very sort of thing that the later editions tried to fix, with third edition doing pretty decently at it. GURPS has entirely too many game mechanics (but ironically has only four base stats), and its one-second combat rounds go horrendously slow. Me, I like what White Wolf did with its stats customizations, which felt a bit like GURPS quirks that actually meant something. To say nothing of an impressively imaginative magic system in its World of Darkness setting (specifically the Mage part of it).

      People play one system or another because they have fun with it. You don't get to tell people they're having fun wrong.
         

    5. Re:D&D is a crappy FRP system. by Dracos · · Score: 1

      I wouldn't say D&D was crappy, but it is primitive by today's standards. WOTC managed to oversimplify it... that made it crappy.

    6. Re:D&D is a crappy FRP system. by Anonymous Coward · · Score: 0

      I can't speak for all the editions, but do you know which edition that is very much not true in?

      4th.

    7. Re:D&D is a crappy FRP system. by Anonymous Coward · · Score: 1

      I've seen 5th level fighters that were snobs, 5th lvl fighters that were quiet, nice guys, 5th lvl fighters that were acting as leaders...
      I've seen grown guys hugging trees, planning devious plots, being stealthy or just charging in. I've seen party-hard dudes, and go-to-bed-early folk.
      I've seen guys wade through goblins, and I've seen a guy having remorse over having killed a goblin.

      If in your role playing game, every Xth level Y-class is the same, I think you have a pebkac problem, not a problem with the system.

    8. Re:D&D is a crappy FRP system. by whistlingtony · · Score: 4, Insightful

      "Every fifth-level fighter is the same as every other fifth-level fighter."

      It's called a role playing game... ROLE.... Not ROLL. A swashbuckly Robin Hood type (5th level fighter) is very different from a cynical mercenary (5th level fighter) or a retired town sheriff (5th level fighter), or perhaps even a soldier in the service of the local Lord (5th level fighter)

      It's not about the stats man, it's about the CHARACTER. Now get off my lawn....

      Tony

    9. Re:D&D is a crappy FRP system. by Anonymous Coward · · Score: 0

      His point wasn't that they couldn't have different abilities, it's that the sorcerer is the same for everyone, with simply different 'ammo' options for their 'gun'. Other game systems took a different tact, in that you could build your character uniquely as you went, adding disparate skills in here or abilities in there rather than looking up your core framework on a level advancement table. In other words, something like free-form multi-classing and universal skills and feats to use D&D lingo.

      I and my friends ceased fantasy gaming with AD&D 2th edition around 1995 as it sucked so bad at allowing non-standard character options. We played it for years within the envisioning of the system, but then wanted to do other stuff. Why spend endless hours creating house rules to adapt a system when there are plenty of competitor gaming systems, such as Rolemaster, that did a great job at allowing the characters to specialize in the powers, skills, weapons, armors, and abilities that they wanted to without having to rewrite the class system.

      It's all about picking a system that won't get in the way of you and your players telling the story that you want to tell. The rule system provides balance, realism and fairness, and provides the physics in which your story will organically evolve, but it doesn't provide the story itself. So we picked a different system that let us customize characters more completely and then allow those customizations to be explored.

      We did return to D&D with 3.0 and then followed it to 3.5. The explosion of customization options with realitively open multi-classing and prestige classes really allowed some unique characters to be explored, albeit with sufficient pre-planning. 4th edition lacked that out of the gate, and tried to bring some of it back with supplements, but anyone I know that switched to 4e, switched back to 3.5, or to Pathfinder, having grown bored with the limited scope of the options presented.

      Having read the DnD:next playtest documents, I have been convinced that I should be free to invest my next $500 in source materials in some other system, rather than participate in a simplified system unless the system allows crazy out-of-the-box character concepts and complex adversaries. That's what I want from an RPG ruleset, not a tactical board game or a limited envisioning of the scope of our imagination.

    10. Re:D&D is a crappy FRP system. by damiangerous · · Score: 1

      D&D is a crappy game system. Every fifth-level fighter is the same as every other fifth-level fighter. Every ninth-level magic user is the same as every other ninth-level magic user. The only way a character differs from others of the same class and level is in their strength, dexterity, etc., and those are (a) mostly not very important, and (b) generated by rolling dice, which is not very interesting.

      When was the last time you played D&D? This hasn't been true since the early days of second edition, back in the late 80's or so. At the very least with Skills & Powers and Combat & Tactics in the mid 90's.

    11. Re:D&D is a crappy FRP system. by anyGould · · Score: 1

      Why is anybody still playing D&D instead of something better?

      Because it entirely depends on how you define "better".

      If you're looking for a proper simulation, you can do far better than D&D. (I'm fond of GURPS myself). But if you're just wanting to roll dice, bust some heads, and get the loot, D&D (3 or 4) does well, and you won't have problems finding other players.

      (Disclaimer: I have entirely too many RPG books on my shelf.)

    12. Re:D&D is a crappy FRP system. by Anonymous Coward · · Score: 0

      I've got to get in on it at this point. A major strength of any game system lies in those playing it as well. I've done DM/GM work and played for about 12 years on and off (starting with ADnD 2E) and encounter the same issues now with people as I did back then. It's the PEOPLE, not the game. Some issues come into tryign to FORCE a system to be a one-size-fits-all experience, like Pathfinder Society play. PFS is supposed to open things up more for a guided and enjoyable experience. Except... roleplaying is gimped. Inter-character conflict... banned. You can actually be banned from PFS for fighting/killing another person character since you can 'ruin their enjoyment'.... basically, everyone can be a dick and you just have to deal with it. People who can't roleplay and bring personal vendettas or biases into the game are exempt from punishment except through GM intervention.

      Personally, I consider myself a great RPer and play these games for the RP and story experience. I have no problem gimping my character if the rolls ended that way, or if I got GREAT rolls... insert major personality flaw [here] to spice things up. Hell... look at Raistlin... a severly gimped character by any consideration starting out... then he became a god... twice. That's where good cooperation and RP get you. The books were 'based' on their actual play-sessions for those who didn't know. Embellishments and flair certainly added, but i think they said that his constitution and strength rolls were both around 3-5 and he just went with it.
      In my most recent PFS sessions (before I stopped playing with that group), I played a Monk grappler who preferred not to kill and was deeply personally religious. He was also fairly intelligent, but just didn't think things through all the time. Once of the hybrid-casters in the group (who couldn't roleplay to save his life) decided it would be fun to desicrate a temple I'd just had the group wait 2 hours for me to clean and sanctify. After I finished, he cast a few spells and made a mess to ruin my temple. Needless to say, I was furious and confronted him for this act. The templed was built up ~20-30 feet on a cliffside and after a brief confrontation, I grabbed him, picked him up, and tossed him off the ledge. He whined and complained to the GM that I can't do that... the GM let it 'slide' that time, but informed me if I fought any more with him I'd have to leave the group. ME... not him... simply b/c PFS guidelines say that I was in the wrong for making it physical and risking death to his character. So... for obvious reasons, my character found it best to part ways and seek enlightenment elsewhere. I haven't seen that group in almost a year now.

  13. Re:There is a d3, it's not a d6 / 2 round up eithe by Sussurros · · Score: 3, Funny
    So just when did you start playing D&D? I started in 1981 and there was no d3 then.

    I met my girlfriend through D&D. Lost my virginity through D&D too. Different girls and in a different time.

    --
    I said - don't look Ethel!..., but it was too late..., she'd already looked.
  14. AWESOME by Anonymous Coward · · Score: 0

    Thank you for posting this. I love D & D and nothing beats a free chance to play.

  15. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 1, Funny

    I met my girlfriend through D&D. Lost my virginity through D&D too. Different girls and in a different time.

    So Palmela and Her Five Sisters then?

  16. Re:There is a d3, it's not a d6 / 2 round up eithe by pthisis · · Score: 1

    As an ancient D&D player, I must say you are wrong. The Three Sided Die is shaped like a football with three ridges. The football shape keeps it from standing on either end, and you read the top ridge.

    The ones I saw were all a football shape where you read the number off the bottom of the roll (similar to how you read a 4-sided die). No ridges or top reading.

    They were always pretty rare, though, and don't give you any advantage over the d6. I'd say after the d4/6/8/10/12/20, the only other ones that were somewhat common were the the d30, and the d100, though a couple of my European friends had d34 that are apparently used for some bingo-type game over there.

    Aside from those the only other one I've seen that got much traction was essentially an opaque d10 nested inside a transparent d10: another attempt at a d100.

    I've seen at least log-shaped d5/d7 and more normal d14, d18, d24, too, but those are all basically novelties.

    And then obviously all the dice with other stuff printed on the sides, but that's a whole other conversation.

    --
    rage, rage against the dying of the light
  17. Re:There is a d3, it's not a d6 / 2 round up eithe by MobileTatsu-NJG · · Score: 5, Funny

    So Palmela and Her Five Sisters then?

    You do realize you made that post on a Saturday night on a Slashdot story about Dungeons and Dragons, right?

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  18. Miniature game or Role Playing? by ageoffri · · Score: 4, Interesting

    My biggest complaint with the fourth edition of D&D is that it has become a miniature game. If I want to play with miniatures I'll pull out Warhammer 40,000. Even the published material really just encouraged people to buy various miniatures to use on the supplied maps. Before the GM became a total ass, half the group I was playing with had not played role playing games and just don't understand what a game is. I tried suggesting other systems and the questions were always how do the maps work, how do the miniatures compare. D&D 4E is not a role playing game and I hope WoTC goes back to a role playing game.

    --
    -- Slashdot, making the Left look conservative since 1997.
    1. Re:Miniature game or Role Playing? by Anonymous Coward · · Score: 0

      3.5 had pretty much the same rules for miniatures.

      http://i45.tinypic.com/wapp3d.jpg

    2. Re:Miniature game or Role Playing? by Intrepid+imaginaut · · Score: 1

      Yeah, I find it difficult to even use maps in gaming, unless they are countrywide or large scale.

    3. Re:Miniature game or Role Playing? by Damouze · · Score: 1

      It was pretty much the same with D&D 3.5e, but at least you had (more or less) sensible mechanics combined with a load of fun. And if you didn't have miniatures like most of my D&D companions did, there was always something to replace that: distinctly coloured marbles, rarely used dice.

      D&D 4e has its plethora of powers (just about everything has been turned into a power, even the combat styles), but with its lack of applicability: the really good ones are limited to per-encounter or per-day use, while the at-will powers would not penetrate a Minotaur's hide (or perhaps it's the Minotaur's thick hide that's the problem here). To me, that is no fun at all. If you base your character purely on what your ideas about it are, it would basically suck. If you min-maxed it to the point that it was no longer a joy to play with you might get lucky and maybe, maybe, if you were really, really, luck, you would hit something.

      I've played a multitude of characters in 3.5e settings and there was always something off about them because I "designed" them that way. I don't like my characters to be perfect examples of virtue or perfect masters of sword and archery. Oftentimes I like my character to be something different as well, paradoxical even. Sometimes even mysterious.

      --
      And on the Eighth Day, Man created God.
    4. Re:Miniature game or Role Playing? by Anonymous Coward · · Score: 0

      The moment a company that made a cool product is bought out, it goes from "selling games to play games" to "selling games to make as much money as possible" overnight. You can't really expect that the product will remain relevant or on track when the motivation changes that drastically.

    5. Re:Miniature game or Role Playing? by Sigma+7 · · Score: 1

      My biggest complaint with the fourth edition of D&D is that it has become a miniature game.

      I've seen miniatures used in Basic D&D. That edition already had rules for movement, where you go ~20 or so depending on encumberence. The only thing it didn't define was facing, and that's easily handled.

      Of course, Basic had plenty of problems if you weren't careful to read enough of the rules concerning combat, most of which weren't contained in a single book. If you just had the boxed sets, you know that fighting withdrawl is possible but you won't learn that you get a priority attack if the enemy advances.

      D&D 4E is not a role playing game and I hope WoTC goes back to a role playing game.

      Roleplaying involves either non-combat stuff (e.g. socializing with NPCs or other PCs) or creative use of combat mechanics.

      In fact, give your character a random quirk just to make him special. For example, if you have a Half-Elf Druid, give him an allergy to flowers (causing him to sneeze when within 10' of one.)

    6. Re:Miniature game or Role Playing? by Anonymous Coward · · Score: 0

      I like 4e, and I like the map-driven combat. That doesn't mean everything that happens has to be map-driven combat.

      You can have characters who are a bit "off". But you do have to be sensible about it. Magical Trevor, the bookish nerd with a natural talent for magic, makes decisions that aren't optimal statisticaly. He really likes books, give him a choice of a magical cloak that'll make him harder to stun or yet another book full of fire spells, he takes the book (even though in 4e rules he can only cast a certain number no matter how many he collects). But he doesn't save up for a huge axe, or plate armour that would be stupid and useless. The GM knows Magical Trevor's party are slightly sub-optimal and so he pulls his punches a little bit. Maybe there are only five goblin scouts in this seemingly abandoned farmhouse, instead of six. Maybe the Grand Inquisitor puts them all in the same obliette instead of separating them.

      Your Minotaur example is just plain wrong by the way. In 4e At-will, encounter and daily powers all have roughly the same chance to hit enemies, which depends mainly on the ability score the attack is connected with. The encounter and dailies are intended to be signatures, things that change the tide of battle if used well. The at-wills are your versatile mainstays. e.g. a Barbarian daily might do some incredible spinning axe blow, injuring creatures all around them and dazing the unlucky. But, allies as well as enemies are affected, so it's very situational. Whereas their at-will could be a single crushing blow to any nearby enemy, forcing the enemy to focus its own attacks on the barbarian or take futher hits. That's almost always going to be useful. If you choose a character specialisation that conflicts with your abilities then yes, that will suck and won't hit anything. For example if you choose a Warlord who relies on charisma to keep allies effective and demoralise the enemy, and then choose to have low Charisma, that's going to suck. You've basically made a Warlord who is muttering vaguely at the enemy instead of calling out weak points for her allies to attack, or saying "Aw, you got a big sword wound, that looks painful" instead of "Stand up and fight! We can win this!".

      Early 4e monsters have too many hit points and do too little damage, making fights take too long and be less interesting than they should be, but you can get "patches" to fix that. A recent 4e monster is likely to only survive 3-4 rounds of focused attacks by the players, but in that time it can easily drop one of them (or kill them if the GM is vindictive) if they're not careful. For example, rather than giving a low-level enemy lots of hit points and a single claw attack, they might give it half the hit points and a more powerful claw attack that grabs nearby players, plus a breath attack that hits groups of ranged players. So every round the enemy is a serious threat, but it won't last many rounds.

    7. Re:Miniature game or Role Playing? by Macgrrl · · Score: 1

      I've been using minis for D&D since 3e and have found it speeds up combat hugely and reduces the amount of time people bicker about whether they can hit or be hit in a given combat.

      The amount you ROLEplay will depend on your group and your GM more than your rules set. I've run systemless games than where all combat and system heavy games that were all characterisation. It's entirely up to the group how it will play out.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    8. Re:Miniature game or Role Playing? by CaptainPinko · · Score: 1

      How do you do tactically meaning combat then?

      --
      Your CPU is not doing anything else, at least do something.
    9. Re:Miniature game or Role Playing? by Intrepid+imaginaut · · Score: 1

      Just rough estimations, it doesn't need to be exact. The problem with close ups is you can't exactly show the group the map one piece at a time unless you physically cut up the map or cut up a covering, and really its just a pain from start to finish. A quick, rough sketch of each area (like a bare room outline) and a good description does the trick. This also simulates reality, in that people don't usually get a top down to the millimeter precise projection of places they enter.

      Bit of a shame really since there are so many gorgeous maps out there.

    10. Re:Miniature game or Role Playing? by anyGould · · Score: 1

      3.5 had pretty much the same rules for miniatures.

      3.5 very strongly pointed you towards miniatures, but 4E really cemented the "board game miniatures" approach.

      3.5 still referred to things in feet (and you converted to squares), 4E refers to all your ranges in squares directly. 4E removed any pretense on trying to put radii on a map, replacing the (admittedly awkward) circle templates with straight squares.

      And that's just the two obvious changes - 3.5 really wanted you to use miniatures; 4E pretty much requires it.

    11. Re:Miniature game or Role Playing? by ShakaUVM · · Score: 1

      You're absolutely right.

      4e is an adaption of the 3e Miniatures Battles rules, not of the 3e roleplaying system. It's no mistake that they went so minis heavy - Ian and others at WOTC loved miniature battles and wanted to push the system more in that direction.

  19. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    As an ancient D&D player, I must say you are wrong. The Three Sided Die is shaped like a football with three ridges. The football shape keeps it from standing on either end, and you read the top ridge.

    You can use: "d6 divided by two, rounding up" in a pinch, but prepare to be pointed and snort-chuckled at.

    No, the d3 is just like a regular d6, except with only a couple of dots filled in. To wit: 1 dot on 1 and 5, 2 dots on 2 and 4, 3 dots on 3 and 6 (in a v shape on the 6). Easier to roll and multipurpose.

  20. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    So Palmela and Her Five Sisters then?

    You do realize you made that post on a Saturday night on a Slashdot story about Dungeons and Dragons, right?

    And sometimes I drive through the poorer parts of town. What's your point?

    You insist on judging a book by its cover, that's your problem.

  21. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 1

    In my day we just said "I'm thinking of a number from 1 to 3"

  22. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    but prepare to be pointed and snort-chuckled at.

    Speak for yourself!

    We're laughing our asses off that you seem to be serious about wasting money on a special 3-side die.

  23. Re:d3 by meerling · · Score: 1

    I have a pair of d3s. They are d6s numbered from 1 to 3 twice. I've seen other d3s that only have 3 sides. They aren't flat, but they work.

  24. The cycle is complete by Anonymous Coward · · Score: 1

    http://penny-arcade.com/comic/2010/08/23

  25. Re:There is a d3, it's not a d6 / 2 round up eithe by meerling · · Score: 1

    I started in the late 70s, and there were no d100s either, but that didn't stop us.

  26. D&D isn't D&D Anymore by Anonymous Coward · · Score: 0

    Wizards of the Coast turned D&D into a different game with the same name. Twice. I dont really care what they do, with "D&D Next." When I want to play D&D I'll use the old 1e AD&D stuff, or even the original rules (the three little books and supplements). THAT is D&D.

    1. Re:D&D isn't D&D Anymore by Anonymous Coward · · Score: 0

      Amen, Brother!

  27. Re:There is a d3, it's not a d6 / 2 round up eithe by MobileTatsu-NJG · · Score: 1

    That's a funny thing to say given your comment. :)

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  28. Re:There is a d3, it's not a d6 / 2 round up eithe by witherstaff · · Score: 4, Funny

    You had one very interesting GM to allow losing your virginity through D&D. Were there multiple dice rolls or just a simple lookup chart?

  29. Gaming Evolution by Saxerman · · Score: 3, Interesting

    For the first few levels of Gamer, the game system matters quite a bit. Be it so you can collect 'em, min/max them, abuse them, or complain and contrast them. These levels tend to be an adrenaline filled ride, and quite a rush.

    After Gamer level four, you start to get access to the skills which suggest the rules themselves aren't as important as you thought. And maybe you start to doctor up your own set of house rules errata, or start to blend aspects from various systems you like, or just start writing up your own.

    Around Gamer level seven, the social and creative aspects of gaming can come into sharper focus. This also tends be around the time of the realization that the raw supplies for gaming aren't just coming from RPG and office supply companies... but rather from life itself. Creative inspiration can suddenly be found almost anywhere, not just from books, movies, and songs, but every cultural medium... every thought or emotion.

    By level eleven (or sooner, from certain types of cross-class synergy) you tend to have open access to the skills that let you liberally apply your gaming experience to manipulate many of the rules found in life itself.

    And since I'm here, I'd like to give a big shout out to those who gamers who breeched the teen levels. Your secrets remain safe with us.

    --

    A steaming cup of soykaf would be real wiz right now.

    1. Re:Gaming Evolution by Macgrrl · · Score: 1

      In the Australian convention RPG gaming scene there were rumours that SMOGs[1] existed in the background pulling strings. It sounds like you have also glimpsed their presence.

      [1] Secret Masters Of Gaming.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    2. Re:Gaming Evolution by DNS-and-BIND · · Score: 0

      Wow, it's been a long time since I've seen a reference to the SMOF.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  30. Re:d3 by registrations_suck · · Score: 2

    First Edition all the way - everything else sucks and is nothing more than a money grab.

  31. Re:d3 by registrations_suck · · Score: 2

    You can always use chits in a zip lock bag like we used to do before we could afford the dice (small kids, y aknow) - you can have a dAnything.

  32. Having seen D&D Next, the basic problem with i by Anonymous Coward · · Score: 0

    that they reverted everything back to 3e or even 2e standards, then wrote back in random 4e mechanics in a painfully clunky way.

    It's kept the worst of multiple editions (the wizard has 10+ powers while the fighter has none; there's no good way to actually protect the squishy members of the party; there are no good rules for social persuasion/combat; the "short rest" mechanic except even clunkier; and so on), and ditched all the best stuff (4e's streamlined mechanics notation; 3e's late-game design of interesting low-level magic items; etc).

  33. Re:d3 by Anonymous Coward · · Score: 2, Informative

    There is no d3.

    Guess again, Bucky. Link to d3 and other less-common but nevertheless very real dice.

    The lowest die is d4.

    I've got a d2 right here that cost me only a quarter.

  34. You never played 3.5 I guess? by Anonymous Coward · · Score: 0

    Plenty of weapons used by small races (halflings, gnomes, goblins, etc.) inflict d3. Slings, daggers, darts, hand crossbows... a couple of weapons used by medium sized races also inflict d3 (gauntlets, knives (when differentiated from daggers, which inflict d4), unarmed strikes (if you aren't a monk and don't have improved unarmed strike feat), etc.).

    3.5 came out nine years ago and I've played less than a decade so I'm not certain... but I would put my money on d3s having been used also in 3.0 (came out in 2000).

  35. Re:d3 by cgenman · · Score: 2

    Close up of a D3.

  36. Re:d3 by Requiem18th · · Score: 1

    I knew it had to be a barrel/prism type dice.

    --
    But... the future refused to change.
  37. Re:d3 by Anonymous Coward · · Score: 0

    Which "first edition" are you talking about? The original pamphlets, or the D&D boxed set, or AD&D v1?

    And ... Each of these had their own set of 'essential' supplement books, which you were strongly encouraged to buy.

    Selling books to the same hardcore players over-and-over-again has been D&D's business model since the beginning. STOP BITCHING ABOUT IT.

  38. 1e fans should check out OSRIC by SteveFoerster · · Score: 3, Informative

    You may be interested in OSRIC, which is a free PDF of 1e crunch, with all new fluff for copyright purposes. Basically, OSRIC is to 1e as Pathfinder is to 3e.

    --
    Space game using normal deck of cards: http://BattleCards.org
    1. Re:1e fans should check out OSRIC by Anonymous Coward · · Score: 0

      There's a reason players stayed with D&D instead of the alternatives all the way through the 3rd to 4th edition iteration. d20 is by far the superior system (although replacing the d20 with 3d6 is superior yet). The main thing the earlier editions had going for them was the "fluff", which is why OSRIC is worse than useless. If I wanted to play 1e, i would play 1e. I don't need someone to strip out the best part and leave only the primitive half-wargame-because-no-one-had-developed-RPGs-yet system.

  39. Soldiers in the Israeli army who play D&D get by lewko · · Score: 2

    Why would the Israeli army be so against D&D? They claim that those who participate in the game, "are detached from reality and susceptible to influence."

    If a person admits to playing D&D to the army they are automatically placed in low security clearance and are sent to a psychologist

    --
    Do you or your partner snore? - Visit www.snoring.com.au
  40. Re:d3 by Heed00 · · Score: 2

    ...you don't know the damage for blowguns and pixie bites...

    Word is that the newest version just refers to these as "ouchies" -- "You have received an ouchie, you are now hopping from one foot to another for the next three rounds."

    --
    Thought thinks itself.
  41. Re:There is a d3, it's not a d6 / 2 round up eithe by equex · · Score: 2

    No. You roll d6, and 1-2 is 1, 3-4 is 2 and 5-6 is 3.

    --
    Can I light a sig ?
  42. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    The Three Sided Die is shaped like a football with three ridges.

    No, the d3 is just like a regular d6, except with only a couple of dots filled in.

    So are you saying that the football-shaped one doesn't exist, or that it somehow doesn't qualify as a d3, despite being a die with three sides?

  43. For that certain type of geek, by Culture20 · · Score: 1

    ...nothing is more important than Mentzer D&D (BECMI/RC) or AD&D. Only the ones who kind-of care buddied up with WotC.

    1. Re:For that certain type of geek, by CronoCloud · · Score: 1

      Mentzer knew what the hell he was doing with those box sets...well except for a few inconsistencies...and the wacky gold box immortals set which basically made every lil pisscutter Screaming Demon (aka Type ! Vrock to you AD&D folks) a true immortal. Wrath of the Immortals fixed that by creating the "exalted" class of beings, wich fit Demons...I mean "Fiends" and their good guy equivalents (Archons, Titans) nicely.

      Thourh Wrath is missing some of the interesting things about the gold box, like the "dimensions thing" so you could have flatland planes of existence.

  44. Re:Soldiers in the Israeli army who play D&D g by C0R1D4N · · Score: 1

    While all the articles on that mention D&D by name, the Army was actually referring to LARPing

  45. Re:d3 by Anonymous Coward · · Score: 0

    "First Edition" almost always refers to the original edition of AD&D - not D&D, which didn't use the term "edition" until 3rd Ed. 4th Ed was the first (and, so far, only) edition to come with an "Essentials" set, but that's an alternative to the core books - not a supplement. "Essentials" is basically the core books structured in the same way as the old D&D box sets.

  46. Re:d3 by Larryish · · Score: 1

    True dat.

    AD&D v1 was The One Ring.

  47. Re:There is a d3, it's not a d6 / 2 round up eithe by west · · Score: 1

    Let me get this straight: money spent on a 3-sided die is a hilarious "waste", but one hundred times that money spent on fantasy role playing instruction books is not?

    Are you sure you ever played D&D?

    I don't think I ever met a RP gamer in high school who didn't lavish a few bucks (and often more) on dice and/or a dice bag. Special dice were often a point of pride, even if they were irrelevant. I was constantly trying (and failing) to find uses for my d30.

  48. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    Don't forget the fortitude save against disease.

    http://www.shamusyoung.com/twentysidedtale/?p=951

  49. Re:There is a d3, it's not a d6 / 2 round up eithe by dissy · · Score: 1

    I started in 1981 and there was no d3 then.

    And you too can own your own d3, as well as d5, d7, d14, d30, d100

    http://www.thinkgeek.com/geektoys/games/d031/?srp=12

    I was also going to recommend DicePool but they appear out of business now :{
    They had the "odd" dice set cheaper, as well as tens of thousands of normal polyhedral sets, and awesome deals on bulk dice (ie dice by the pound)

  50. I'll be happy when I get a d42. by bryan1945 · · Score: 1

    And rolling a 42 is auto-win, every time for every roll.

    --
    Vote monkeys into Congress. They are cheaper and more trustworthy.
  51. And I'm sure that's not all... by Impy+the+Impiuos+Imp · · Score: 1

    Missing from the linked FAQ:

    Q: D&D ruleset has already been accused of turning it into a combat-oriented computer game rather than a high strategy game. Isn't this just even more of the same, making it even further PC gamelike?

    A: No. Actually, it's moved on and is actually consolelike. Each character gets two powers they can set as "fingers" and two they can set as "thumbs", then when they roll the dice, they say, "Thumb 2!" and whatever it rolls it rolls.

    Q: So then...

    A: Yep. There are also combo moves, where a tank, er, sorry, figher can say, "thumb 2, thumb 1, finger 1", and it will increase their outcome by 0.02%.

    Q: Not by, say, +2?

    A: Plus what now?

    Q: So at least they have stats like STR and CON and the venerable CHA, right?

    A: Pfheh, cha, whaeves. Look, we jumped the shark back when the Cloak of Invisibility stopped being a cloak of invisibility and turned into +3 to hide skill.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  52. Re:Soldiers in the Israeli army who play D&D g by Anonymous Coward · · Score: 0

    Isn't that like a tech company trying to prevent its developers from coding on their day off?

  53. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    I've got a cheap, simple d3. It's just a d6 marked 1, 1, 2, 2, 3, 3. (And no, it isn't homemade. Not that there's anything wrong with that. ;)

  54. D&D 4 is an abomination by Anonymous Coward · · Score: 0

    Our group comprises long term gamers. One guy has been playing since the time of Chainmail, the rest of us since the early 1980s. When D&D 4 came out we decided it was not for us. Hell, it was so bad that we didn't even bother to keep the PDF's of the rules we'd downloaded. Still play 3.5 or Pathfinder, RuneQuest, Traveller, CoC and so on. The difference there is that the current incarnations of the RuneQuest and Traveller rules are an improvement on the old versions.

  55. Re:There is a d3, it's not a d6 / 2 round up eithe by Lordfly · · Score: 2

    A d3 was essential for my Pathfinder character, an alcoholic gnome "drunken master" sorcerer; the DM tweaked a mechanic to allow all of my spells to be affected by my alcoholism; 1 was 50% less effective, 2 was normal, 3 was 50% more effective. Made for some tense moments (my fireball spell fizzling) or some utterly awesome moments (my fireball spell shattering the wooden bow of an Orc ship, saving the town and drowning about 50 enemies).

    I miss Pathfinder.

    --
    hookers and grits.
  56. Re:d3 by Anonymous Coward · · Score: 0

    d2 is a coin, and it's not classified as a "die".

  57. Re:d3 by Anonymous Coward · · Score: 0

    You get laughed at enough just for admitting you play D&D. Anybody who uses, or even admits to owning, a 3 "sided" die would get laughed at by even the lamest of D&D players. d2 isn't a die either, it's a coin.

    No, d3 doesn't exist in the realm of D&D. If for some reason you need a 1-3 result, you roll d6 and divide by 2. Oh, and it's save vs poison or DIE, immediately. None of this pansy-assed shit they use now.

  58. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    Why wouldn't you just use ye old d6 and modulo it down? 4-3 = 1; 5-3=2...

    Seems perfectly legit to me, unless there's mystical druid implications I'm not aware of.

  59. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    So Palmela and Her Five Sisters then?

    You do realize you made that post on a Saturday night on a Slashdot story about Dungeons and Dragons, right?

    Yep, so he knows what he's talking about through personal experience...

  60. Not real by Anonymous Coward · · Score: 0

    Not real D&D unless I can attack the mighty gazebo.

  61. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    I started in 1978. The only d3 I saw was made by Dragon Dice around the mid '90s. They were made from semiprecious stones and an average set of full dice was like 25 or 30 dollars.

  62. Re:There is a d3, it's not a d6 / 2 round up eithe by N_Piper · · Score: 1

    Not to mention there are plenty of dice that aren't platonic shapes, the die only has to orient on the required number of sides not have only that many.

  63. Re:d3 by kaffiene · · Score: 1

    I have a d1 but it's a bit of a let down - the result is never all that much of a surprise

  64. Re:There is a d3, it's not a d6 / 2 round up eithe by Macgrrl · · Score: 1

    Obviously they were playing 2e and using "Complete Guide to Unlawful Carnal Knowledge".

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  65. Re:There is a d3, it's not a d6 / 2 round up eithe by Macgrrl · · Score: 1

    I have a d30 kicking around in my backup dice bag that's a hang over from playing Tales of the Floating Vagabond years ago.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  66. Re:There is a d3, it's not a d6 / 2 round up eithe by Macgrrl · · Score: 1

    I used to make a point of buying a new set of dice every con I went to. Each character I play has their own die that are colour coded based on the class.

    What. So I'm a little OCD, get over it.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  67. Re:There is a d3, it's not a d6 / 2 round up eithe by Fjandr · · Score: 1

    No fort saves in '81. :)

  68. Re:There is a d3, it's not a d6 / 2 round up eithe by SuricouRaven · · Score: 1

    I have the Coolest Die Ever.

    http://birds-are-nice.me/programming/glowydie2.jpg

    Configurable for d6, 12, 20 or 100. And looks awesome.

    I've only ever played one session of D&D though. Our DM had to leave the country soon after, so we never got to continue.

  69. Re:d3 by anyGould · · Score: 1

    There is no d3. The lowest die is d4.

    Then you don't use cool enough dice.

  70. Re:There is a d3, it's not a d6 / 2 round up eithe by Anonymous Coward · · Score: 0

    I know when I go to a Con I tend to stop and buy a Random scoop of dice.
    (I keep them in a simple Gallon Sized Zipper.

  71. Info From A Playtester by Saracenus · · Score: 1

    D&D Next (DDN) has one overall design goal, bring the D&D community back together by making an edition that builds upon the best of all editions and can accommodate the myriad play styles and preferences that are out there. A tall order.

    So, how do they get there? WotC's solution is build a rules light core that will support gridless play (which they call theater of the mind) that will provide the foundation for more complex rules and mechanics that can be layered on to add more complexity as desired.

    The current public playtest (there were two rounds of private playtests prior) is just a small slice of the core mechanics (think modernized 1e and 2e AD&D updated for the modern game environment). Its going to change in the face of playtest reports. Once the core mechanics are solid work will begin on other layers that will add in gridded, tactical combat, a feat and skill system, alternate magic systems, etc. This will bring the game up to 3e (and Pathfinder) and 4e levels of complexity.

    The crucial thing is, if DDN works (not a guarantee) DMs and players should be able to mix and match to play the version of D&D they want to play all under the rubric of a single system.

    As I have said, this is the goal. Playtester input will have significant impact upon the end product (I can attest that many things changed after the private playtests). It is my hope that DDN will provide a common basis for folks to play again.

    I for one am sick of the edition wars and edition warriors. I play D&D and I want to sit down with my friends and have fun kicking down doors, killing the monsters and taking their treasure, not arguing the merits and flaws of this system or that.

  72. Sorry Wizards... by Anonymous Coward · · Score: 0

    ...but you've lost all of your hardcore fans to Pathfinder with 4e, to "roll back" the rules at this point won't help, so you have a lot of work ahead of you. I wish you luck.

  73. Re:Soldiers in the Israeli army who play D&D g by alexo · · Score: 1

    Things may have changed recently.

    In the late 80's, cadets in an "elite IDF program" (which requires high security clearance) used to openly play (A)D&D in the dorms.

    Of course, they were already vetted by psychologists.

  74. Re:Quick Summary ... spreadsheets by Anonymous Coward · · Score: 0

    I get a lot of mileage out of The Only Sheet, which is only $7CA or $20CA for 1 year worth of updates. The author is VERY responsive to bugs, there is customization available for most items, spells, effects, feats, etc, and it's currently being expanded to contain all of the Pathfinder Ultimate Magic and Ultimate Combat stuff (D&D 3.5e is already supported).

    There is a different package called HeroForge that comes highly recommended, but that's like $20 US for the base "Core Rulebook" module, and then another $10-$20 for each expanded source book's worth of support... but compared to TOS it's a ripoff, IMO. Especially after buying the books already.

    http://theonlysheet.com/

  75. Not what I was expecting (but what's the point?) by Anonymous Coward · · Score: 0

    Having actually played the test package, I can assure people that this version is closer in spirit to AD&D than any later version. In our group, the second encounter (just six kobolds and a pit trap) would have killed the party without a little DM charity. There doesn't need to be a battle grid. it was very fluid and chaotic, and reminded me a lot of Basic Fantasy (for those who have played it).
    I'm not sure it's not too little, too late. After all players could simply play the original for a similar experience. And for 4th edition proponents like me, this version takes most of the good parts of 4e (simple power structure, class and level balance, heroic heroes) and chucks them, which leaves much to be desired. They might as well call it D&D 2.5.

    A few cool new concepts have been introduced, but I will stick with 4e until the online compendium is no longer available.