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."
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?
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.
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.
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.
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.
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)
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.
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?
"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