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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."

14 of 213 comments (clear)

  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 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
  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 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?

    2. 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.
    3. 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.

  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.

  4. 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.

  5. 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.

  6. 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)

  7. 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.
  8. 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?

  9. 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