Fifth Edition Dungeons and Dragons Player's Handbook Released
New submitter GammaKitsune writes: "The Player's Handbook for the fifth edition of Dungeons and Dragons, formerly known as "D&D Next," released today to major bookstores and online retailers across the U.S. The Player's Handbook, which contains core rules for gameplay and character creation, is one of thee core rulebooks that developer Wizards of the Coast plans to release in 2014. The Monster Manual is scheduled to release in late September, and the Dungeon Master's Guide will release in mid November. Also out today is the first of two adventure modules in which players team up to battle against the dragon goddess Tiamat.
Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released.
Fifth edition has a lot to prove following the highly-controversial fourth edition, the rise of competing roleplaying game Pathfinder, and two years of public playtesting. Initial reviews posted on Amazon appear overwhelmingly positive at the time of writing, but more skeptical gamers may wish to take a look at the free "Basic Rules" posted on the official D&D website. The basic rules contain all the bare essentials needed to create a character or run your own adventure, and will serve both as a free introduction for new players and as a holdover for long time players until the remaining two rulebooks are released.
Characters have to have Flaws?
I'll stick with 2nd edition, and let all of the people that have to have flaws keep wasting cash.
_ _ _ Go for the eyes Boo! GO FOR THE EYES!
I have basically liked all the D&Ds, so I'm a little biased. I even liked 4e, although I recognize that it was a very different kind of game in a lot of ways from the others.
But basically, if you liked D&D pre-4e, and hated 4e, 5e may be what you were looking for. It's a much cleaner system than 3e/3.5e/PF; simpler and clearer. It's not as complicated in some ways. It doesn't have nearly as much detail in the rules, it doesn't have as many formal definitions. But it's clearer and easier to read. And before you dismiss "easier to read" as unimportant, consider: I spent about 10 years on an ISO language standards committee. I assure you, I'm not afraid of formal language. But I like 5e's system better.
Most of the bonus stacking rules are gone, replaced by a mechanic called "advantage/disadvantage". If you have advantage or disadvantage on a roll, you roll 2d20 and take the higher or lower respectively. If you have neither or both, you roll normally. Most things that used to be +2-+4 bonuses of various types are now "advantage", and most things that used to be penalties are now "disadvantage". In practice, you get similar results with a lot less addition, and without having to check the bonus types of 8 different modifiers to figure out which ones stack.
Everyone I know who's played it has been really happy with it so far. The system is much less focused on trying to resolve every possible question; instead, the assumption is that the DM is not an idiot and is not playing maliciously. If you tend towards adversarial player/DM relationships, avoid 5e; it's not designed for that, and it would be horrible. But if you are playing with people who are basically clear on the idea that games are meant to be fun, and who can cooperate without epic rules battles, this is probably the best D&D ever.
The anon coward's "MMO Crap" comment is well past "baseless" into "completely incoherent". 4e had a few traits that sort of, if you squinted just right, looked like it was MMO-oriented, but mostly it was more like wargames than like any MMO I've ever seen. 5e is pretty much like a cross between 3e and Rules Cyclopedia D&D, with a much cleaner and simpler rules set, and a lot more interesting flavor to things.
Other things:
Lots of the "missing" complexity is rumored to be in the DMG as optional rules.
Casters as a whole are significantly nerfed compared to 3e, or for that matter compared to any previous edition. (Max-level caster? You get a ninth level spell per day. Use it carefully.)
There's some really crazy Internet drama about some of the consultants, which is best ignored, and has no basis in reality.
My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
This is not a troll but I heard people play pathfinder now not DnD, major groups have moved over. Is that true or propanda?
I mean really.
Wizards of the Coast Agents have been dispatched to your location. Please wait quietly.
Long time d20 (and variants) player here. Not as long as some, but long enough to have played 2nd Edition when it was still current.
IMHO, 5th Edition's success will come down to their acceptance of the OGL (Open Gaming Licence), which we will discover in the coming days. All signs point to no, but Wizards might surprise us yet.
For those who don't know, the OGL was introduced in the 3rd edition (and continued its minor update, v3.5) of D&D. It was truly revolutionary. The OGL not only permitted players to redistribute the base rule system as they wished, including publishing it online for free almost in its entirety, but empowered players, writers, and campaign masters to edit, change and adapt the rules as they saw fit -- and publish those changes, as long as they too were under the OGL. It's open source for gaming systems.
One of the leading benefits of this was the publication of "Adventure Paths". As the OGL did not cover game worlds, only the mechanics and rules of the game, any writer or publishing company with a solid working knowledge of the game could create, publish, and distribute (freely or for profit) their own adventures, rules variations, optional mechanics, and thousands of various changes. One of the leading companies was Paizo, who specialized in publishing these so-called Adventure Paths. They were not the only ones. For example, I personally published a Pathfinder flavoured novel about a kobold, "Ren of Atikala", set in the original world of Drathari (oblig. plug: http://www.amazon.com/dp/B00EZ...). Using the OGL, I am able to legally use, alter, and draw inspiration from the rules and mechanics of OGL-licensed publications and create original works.
As I said earlier, it's open-source for gaming systems.
Between 3rd edition and v3.5, this was the state of D&D for almost 8 years, until June of 2008, when D&D 4th Edition was released. Unfortunately, D&D 4th Edition used a different version of the OGL, which was much more restrictive in what it permitted players, authors, and creators to edit, change, and redistribute (IIRC, it was essentially, "you may only reprint the *name* of the rule, and then reference the Player's Handbook", which meant if you were playing Star Wars you had to look up Power Attack in the D&D Player's Handbook... ugh).
Because of this change, and the simplifications made to the rules system which were often disfavourably compared to a video game, many players took a distinct, sight-unseen dislike to 4th Edition.
This restrictive change to the OGL also strongly disinsentivised Paizo from publishing Adventure Paths. After some internal discussion, it was decided that 4th Edition was not for them, and released a revised version of v3.5 of Dungeons and Dragons, known as the Pathfinder RPG (sometimes informally referred to by the player base as D&D v3.75), specifically intended to be backwards compatible with v3.5 of Dungeons and Dragons material. It was published shortly after 4th Edition's debut.
For many reasons -- a feeling that v3.5 was "good enough", Paizo's open-beta policy and staunch support of the OGL even for expansion books, and for viewing companies such as Green Ronin as allies rather than competitors -- Pathfinder has flourished in the wake of the relatively-poorly received 4th edition and is now a common staple at Roleplaying conventions and tabletop gaming communities, where previously only Dungeons and Dragons was played.
D&D Next seems, to me, to be squarely aimed directly at bringing Pathfinder converts back into the fold, promising to address some of the issues in both 4th Edition and Pathfinder, by providing a linearly scaling advancement, reducing preparation time for Game Masters, and simplifying many poorly thought out and complicated legacy rules which most players will admit probably need to go.
For me, though, D&D Next will live or die the same death 4th Edition did, based on its acceptance of
Check out my sci-fi book "Lacuna" at http://goo.gl/MVxX8
Does this mean that the Basic Rules that WotC made available for free a few weeks back are no longer legitimately available for free?
http://www.imore.com/get-dd-ba...
Looks like the WotC 5E page says they're $20 now.
Hello, I wrote a cool PNP RPG back when I was a teenager, and I played it with my friends in highschool for years. I wanted to make money on it, so I tried to make the world's first MMORPG in 1992, but quit when Ultima Online came out in like 98 or 99. Much later I realized, a live game master RPG genre could take off with a game master network and even paid game masters. So I made www.abcrpg.com. The problem I encountered is that I could get a group of people to play online. My online system isn't terribad, but it still needs debugged more.
I was thinking of dusting off my old books, solidifying the lore in a way that is solid, and then publishing the RPG. The problem I have is: How would I make any money at all on this? If I made any amount of money on it, I could spend my days making new adventures and polishing the online gaming engine. It is a good game, but I have no idea how to monetize it. Can a little guy make it today?
My only tactic would be to finish the rules, and then charge people 0.50-1$/hr to play the game with me as a live game master with my online game master network. Anyone have a better idea? The game was called Intergalactic Bounty Hunter.
God spoke to me
The best edition of D&D was the first edition of AD&D, and I'm sticking to it.
File under 'M' for 'Manic ranting'
Most people make money online with ads.
Troll is not a replacement for I disagree.
A simple troll of the dice!
D&D was essentially window dressing to allow for crunchy combat with the same characters over and over again - miniature wargaming linked with a thin story line.
If you're interested in actual role playing, try Fate Core, or Fate Accelerated Edition by Evil Hat (http://www.evilhat.com/home/fate-core/). They got a lot of accolades at the 2014 Ennies (http://www.ennie-awards.com/blog/announcing-the-2014-ennie-award-winners/), and frankly, the game system *rocks*. The best part of any D&D I've ever played was when it *wasn't* just a combat sim, and was more about the *story* than the dice. Fate Core essentially takes that truism, and bakes an entire game system around *that*, rather than just hoping it gets tacked on by GMs and players.
Are you kidding? Today is the absolutely best time to be an indie game system developer, ever.
Back in the day, the only way you could get your stuff into the hands of the players was brick-and-mortar stores, word of mouth, or occasionally mail-order systems in magazines and stuff. That was it.
These days, there's so many online distribution points like DriveThruRPG, Amazon's KDP, iTunes, Google Play, etc that getting your game out there is easy. Just write your game system, publish it on any/all of the above, and bam. There you have it -- distribution, complete. Almost all these retailers allow discounting, promotions, bundling, etc. The amount of promotion tools available is staggering.
You can set your price, including as low as $0.99 for most retailers. If your idea is really good (and you're good at marketing) you can use Kickstarter or Indie GoGo or any other service to bootstrap a little funding. You can create and publish video promotions for free on YouTube. You can get a website for free, or very minimal cost, and run ads on it to bring in a little extra income.
You have total control over the distribution process. You might choose, for example, to make your core rules set available for free, and then charge for supplements. You can make it OGL if you want, or licence it how you want. You can write and publish electronic tools to help run games. You can even create your own game worlds, adventures, or whatever.
And the best thing is? All the tools you need are available for free or for staggeringly low cost. LibreOffice is your free word processing suite, although I recommend you drop $40 on Scrivener (it's like sex, except I'm having it). GIMP can do covers and basic image work well enough, but again, I'd suggest dropping $40 on Photoshop Elements. On DriveThruRPG you can get gaming stock art, templates, images and all kinds of art beautification your heart could desire, all extremely cheaply. When that fails you, there's ShutterStock, iStockphoto, or any number of stock image websites. Failing that: ask artists on DeviantArt to draw exactly what you want. $200-$500 will get you a sweet digital painting from an awesome artist, which is a good investment for something like your Core Rule Book.
We are living in the publishing future.
Check out my sci-fi book "Lacuna" at http://goo.gl/MVxX8
I don't want to be rude, but I must say that http://www.abcrpg.com/ doesn't look like something most people would pay money for.
no thanks
It should be pointed out that you have limited hit points, no magic, crap armor and, your short sword is useless. These are the pitfalls of being a pointless troll.
My ism, it's full of beliefs.
That this actually *is* news for nerds!
My ism, it's full of beliefs.
I'm waiting for the Duke Nukem edition
Table-ized A.I.
In 5th edition, it's up to the GM to give you a bonus to a saving throw or skill check if your character acts in a way that's in line with his/her backstory, goals, bonds, etc. However, when/if that bonus is given is completely objective. I can see a LOT of fighting during organized play when a character dies due to a failed saving throw or skill check that would have otherwise been made had the GM given an arbitrary bonus based on how well you role played your character.
Paranoia
Easily! When the core mechanic of the combat system is "actions which are more dramatically described by the player are more likely to succeed than less dramatically described actions", the fun is baked in.
Pathfinder kicked the living crap out of D&D5 in terms of sales.
For a good chunk of people now, Pathfinder IS D&D. Congrats to the guys and gals at Paizo.
Chas - The one, the only.
THANK GOD!!!
Levels, classes, spell slots, armor class, superhero hit points, check, check, check. Everything that SHOULD be changed is still there. They've basically gone back to the original rules because that is what people are used to, instead of even TRYING to make a better system. Sigh.
The only thing worse than a Democrat is a Republican.
Biggest issue I see with 5e so far (compared to 4e) is how bland monsters and encounters are. (please don't tell me that I can change it if I wish, I'm talking about D&D as presented by WotC and official adventures). Gone is interesting terrain setup, with 3 types of goblins working together, each having distinct abilities. We are now back to 2nd edition style of
15. Storage room. 1d3+1 orcs. Orc: 20hp, AC 15, sword +5 to hit, 1d8+3 dmg
16. Bedroom. 1 giant bedbug. Giant bedbug: 25hp, AC 16, bite +4 to hit, 1d8+2 dmg
I suppose that part of it is because they removed board as required part of the game, so it is a harder to come up with big number of distinct abilities. Still, as far as 'tactical game', 5e seems to be a complete failure to me so far.
Of course, if somebody hated 4e because of the combat, he will feel different... but if you don't like combat, I don't think that D&D variants are best system out there for you...
I would probably target any market but the existing RPG players market if you do go for it, at least online. Maybe aim at the boardgames market. Online RPG communities are a haunted wasteland/minefield of verboten topics and personal grudges, edition wars, design wars, method wars, and above all else social justice warriors shrieking about rape culture. These aren't generally people you want to engage with - while there are plenty of nice individuals, the nuts rule the roost.
No, this is Tabletop or PnP (Pen and Paper). You know, that precursor that MMOs are loosely based on. :P
But trying to explain this to an obvious troll is pointless, but I'm doing it anyhow.
People still play DxD....who knew....
The advantage/disadvantage system in 5th edition simplifies certain aspects of the game. The following article provides math to calculate the probability of a second dice roll being less (or greater) than the first.
For a d20 there is a 0.475 chance that the second dice roll with be greater (or less) than the first.
One would need to calculate the numbers for stacking bonuses to determine which system provides greater odds of success.
Anal tentative twaddle. It's a game people. You establish a probability for an event and roll the corresponding die to determine the outcome. The DM can modify the outcome as necessary. This isn't a statistics class. You're meant to have fun. People seem to forget that.
AC was trolling, but had a valid point. WotC changed core D&D mechanics in v4 to match WoW style MMO games. Everyone who was still happily buying along the D&D upgrade path switched to Pathfinder. D&D 4 had most of its success from first time role players (suckers) and former MMO players.
Well, I'm about a third through the provided free PDFs, and I have to say that I like the tone so far.
Like many others, I thought 4E turned my beloved Roleplaying game into a Rollplaying game. I thought it lost all flavor or character. Ok, and I wigged out over the refresh times for abilities and spells.... It smelled like an MMORPG, which usually doesn't have much actual RP in it. I moved to pathfinder.
I'm finding this PDF to be an easy read though. (Hey Shadowrun 5th edition guys, you could learn something here.) It's full of flavor text, the rules seem easy and intuitive.... I'd play it.
The rules changes seem nice too. I hate rules. I want to focus on the story and the character interactions. I don't want to spend my time looking up bonuses in a chart. I have NEVER used a grenade scatter table in my life. :D
After 4E and Piazo doing such a good job with Pathfinder, I.... might actually give D&D 5E a fresh look. Ew. I said it.
I memorized the 1st edition book. Too old to learn anymore or look things up.
Existing, established system with multiple books 'kicked the living crap out of' new system with only a single one of the 3 core rulebooks available. Color me surprised. /s
I didn't like 4e combat because encounters were so damn slow. 5e may have removed many of the tactical elements that 4e had, but at least I can run a combat in a quarter of the time it took me to run one in 4e.
These aren't generally people you want to engage with - while there are plenty of nice individuals, the nuts rule the roost.
So basically, like every other online "community" (term used loosely. "Battleground" seems more fitting these days).
Don't worry. It's an optional rule in the Dungeon Master's Guide.
5e is a terrible game for people who are too stupid to understand that WotC is shoveling shit on them.
If anyone is letting the rules stop a DM from saving a player from death, or avoiding putting the character directly into peril necessary to the story, then the DM is doing it wrong.
D&D 4th also expands the focus on character creation in a mechanical sense, allowing folks to design a character based on how their powers and abilities will interact and synergize. Very different from 1st-3rd/5th, but fun in its own way.
I first learned about statistics from reading an article in Dragon magazine about doing a Chi-squared test to determine which of your dice rolls more favorably for you. I learned probability from playing D&D. Like it or not, the two are inexorably tied, and for some of us, that's part of the fun.
by Mike Buddha -- Someday the mountain might get him, but the law never will.
Amen. We played 2E and later 3.5, and then moved to PathFinder. It's refreshing to play under Paizo's Pathfinder as they actually listen to their players. Pathfinder is head and shoulders better than the best AD&D edition(s).
I played all of the earlier editions and preferred 4th. Yes, it took ideas from MMOs. It took good ideas, like giving more people than the spellcasters a selection of cool powers they could use a few times per day. In older versions of Dungeons and Dragons, at low levels the Fighters and Thieves outshined everyone else because "I whack it with a sword" and "I stole 10 gp." trumped "I can do something that's like shooting a bow accurately, but only once a day!" And "I can be like a super fast first aid kit, but only twice a day!". But ten levels later the spellcasters were shooting gouts of flame and mind-controlling enemies to fight each other and teleporting and bringing back the dead while the Fighter can now say, "I whack it with my sword, only harder!" and the Thief can say "I stole 100gp!"
So fourth edition discarded a lot of what was quintessential to earlier editions, but in my view it was a useful step forward. Fifth edition is a regression. Fifth may well end up better than 1 through 3.5, but it will take work to convince me it's better than Fourth when you exclude nostalgia from the metrics.
That distribution of ability made perfect sense. An initiate magic user pays the greatest price of all classes. As such they should be compensated accordingly for the risk and sacrifice as their character develops.
Two of my imaginary friends reproduced once
I'm a mid-40's graybeard who grew up with two flavors of D&D: Basic and Advanced Edition. Basic was composed of a 50 page manual for use by all players and the DM, and whatever dungeon/campaign you were attempting. It's a simple yet compelling framework that supports the fun of the game: making shit up with friends, with just enough rules to guide behavior and resolve disputes.
For those who wanted the extra complexity you could play Advanced, and then you got distinct books for Dungeon Master's Guide, Monster Manual, and Player's Handbook (plus, again, materials for the dungeon/campaign). Maybe 400 pages all told in 3 books, most of it reference. Why does it need to be more complex?
Back to Basic, I say.
tl;dr: get off my lawn, you young punks
I don't see why anyone who was heavily invested in 3.5 would switch to the new edition. Instead of using the 5th edition to help bridge the gap between 3rd and 4th, it seems to obliterate everything that was built over the past years and reasserts the dominance of 3.5's style.
I personally loved 4th edition as a player, but found it a lot harder to DM than 3rd edition. Every encounter required a more through understanding of the monsters being put together to form a wandering pack, and keeping balance while maintaining a challenge was incredibly difficult. On the flip side, being a player and figuring out which bad guy was the controller for quick targeting, making sure to neutralize the damage from strikers, I found that the roles added a fun element to the game. Not to mention it made each player at the table feel like they mattered more. 3.5 always had a greater flexibility to it in that if you had an extra player one week, it was a lot easier for them to pull up a chair and get a character in the game without causing major disruptions. At the same time, if someone were to miss a week, it was easy to write that character off or have someone else play them for a week. But I have a very core group able to meet weekly. For a stable group like us, 4th edition rewarded our dedication to each other much more than 3.5 ever could by making each of us feel like a very needed member of the party. 5E also takes away my option of anything resembling my Raven Queen worshiping, Cunning Sneak play-style, crossbow wielding, Shadar-kai rogue. It was really fun doing the min/maxing for him, I was able to have a level 1 character with a +13 to stealth checks. I don't think that kind of playstyle is going to be able to be duplicated in 5th edition.
I'll continue to play 4th edition and be happy with it. It's just depressing that instead of learning lessons from 4E and trying to improve it's ideas in a new edition, it feels more like everything Wizards cultivated over the past few years has been thrown away.
I'm tentatively pretty excited about this. I got acquainted with 2nd edition D&D through Baldur's Gate (I think that was their ruleset) and then spent a summer playing 3.5E like crazy and investing way too much time in character optimization and digging through forums. I've played a session or two of 4E.
Cool things that make me excited about this edition:
Attributes, races, and classes seem very faithful to old school D&D.
Combat seems similar to old-school D&D (none of the sliding around BS from 4E).
Classes seem balanced but unique. Casters are nerfed somewhat but still quite powerful, fighter is the only one with multiple attacks, rogue gets multiple actions (of certain types) per round to be versatile. Many things that were previously must-have feats for a class and therefore made you "follow the rails" to have a decent character are now built in (Weapon Finesse for 3.5 rogues, for instance).
Every level gives new abilities. You don't have any "dead levels" with minimal progression.
The whole Background system both encourages character backstory development and makes it mechanically purposeful. Cool and versatile and should aid the storytelling.
The Archetypes allow you to meaningfully distinguish a character of your class from all the others, while keeping some thematic consistency. Easy customization like this is great.
The system is certainly recognizable as D&D but also makes significant strides to simplify. Many complex mechanics have been replaced - don't have to confirm a critical hit or worry about which damage bonuses get added when (just roll double on the damage dice). You roll two D20's to represent an advantage or disadvantage - pick the higher of the two in the first case, the lower in the latter. You don't have modifiers for two-handed fighting, etc. At the same time, armor and weapons are the same as they've always been, along with ability modifiers and many class features (Evasion, for instance).
I'm sure people will find things to dislike, but overall this is a positive move. It seems that they are trying to accentuate the fun parts of the game while remaining faithful to the essence of D&D. And, if I'm not mistaken, I detect similar language and design approach to Legend, which is a very innovative yet D&D-esque system published by a company called Rule of Cool. Their lead designer, Jacob Kurzer, left earlier this year because of mysterious new employment with a noncompete agreement that prohibited him from further development of Legend. I wouldn't be surprised if he had a hand in the development of this new release, and if he is now at WotC I'm really excited to see what else they'll be coming up with.
I disagree. For a novel, that's fine. For a cooperative game, it sucks - do you really expect to tell players, "Okay, you two are going to play guys that are useful for the next six months. Then they'll suck. On the other hand you two are going to play guys that are going to suck for the next six months. Then they'll kick ass, and they'll kick ass way better than these guys ever did." (Change time periods depending upon how often gaming group meets, rate of experience, etc...)
In RPG discussion forums I've heard this referred to as Linear Fighter, Quadratic Wizard - with linear and quadratic as the metaphor for the rate of growth of power. Now again, this fits fantasy literature, it makes for great stories, etc... But it fails for a group because it means there's a completely uneven distribution of 'spotlight' time once the game lasts long enough. The people playing non-casters might as well not show up, they can be replaced by hirelings and a few summoning spells.
Does this mean it's time to give up what you kids call "First Edition"?
Nah. I'm still not convinced there's a reason to use those new-fangled books instead of the three books, supplements, and a touch (but not too much!) of Arduin & Spellcaster's Bible.
damn newbies
hawk, off to nuke his dandelions
Yes, but that might make the initial comment valid for the previous edition, not this one. This one is as old-school as D&D has been in a long time. It combines the simple character creation of early editions with more streamlined customization options than the 3rd edition and Pathfinder have. It doesn't try to cover every possible case with an overdose of mechanics anymore. It's less MMO-like than 3rd edition and Pathfinder.
Opinions vary of course, but I don't think "I wack it really hard with my sword, but only once per day" makes all that much sense, really. Mind you, I've never been much of a fan of the "Vancian" magic system of D&D (that allows you to cast each spell only once). Pathfinder let go of that principle a bit by allowing cantrips (0 level spells) to be recast as often as you like. 5th edition continues along that path, both with more powerful cantrips, but also spells don't scale as hard with your level anymore: if you want your Magic Missile to become more powerful as you reach higher levels, you'll have to use a higher level spell slot to cast it. Meanwhile, fighters get more fancy stuff to do on top of wacking stuff with their sword. Hopefully this will balance classes a bit more without making them all feel the same.
5th edition is not a step backward; it does take elements from 4th edition, but only the best parts, and it also takes the best parts of previous editions, molding it all into a surprisingly coherent whole.
I am aware that 5e finally changed spells so that spell level and caster level do not both combined to enhance the effectiveness of a spell, and they also added a bigger selection of special abilities for non-caster types. I do think that's a step forward from 1e through 3.5e. I respectfully disagree that it's a step forward from 4e. A high level 5e spellcaster may only have one use of something like Wish, Meteor Strike, Gate, Teleport, Raise Dead, etc... per day, but the character gets one utterly awesome game moment per day. The non-casters have nothing similar, they don't have their non-magical equivalent spotlight moment.
How about something equivalently awesome for non-casters, like at level 19 Fighters choose one of the following powers, which can be used once per day: 1. Overwhelming Attack: one attack you designate before you roll your attack dice is treated as though you rolled a 20, no enemy power of any kind can negate the attack (magical or otherwise), and the attack does 4 times regular dice damage plus bonuses. 2. Looks Worse Than It Is: wounds that appear serious were in fact only little scratches, at any time, even when it is not your player's turn, as long as your player is still alive you can restore 75% of your hit points up to your normal maximum. 3. Peerless Combat Skill: for the next five rounds you enjoy a +10 to movement, +5 to defense, +5 to attack, and +10 to damage. 4. Prep and Blitz: you spend one round in combat in a total defensive action as you examine the battlefield carefully and plan your next moves. On your next turn, you explode into action. Your movement for the round is doubled and your attacks are tripled.
I realize my ideas here aren't that different from what's in 4e already. But that's my point - giving each class the exact same amount of cool at-will, encounter, daily, and utility powers meant that everyone got similar amounts of awesome stuff to do in combat. The Defenders might clean house more than the Leaders and the Strikers, but they all had nifty stuff. Then out of combat the Strikers and the Leaders might get to do more useful things than the Defenders - but the point is, nobody felt like a third wheel in battle.
Indie games are big, and publishing something is easier than ever. However, RPGs aren't exactly a lucrative market. Most people do it for the love of the hobby, and unless your name is Monte Cook, it's not going to pay your bills.
Getting paid as a GM is an old idea, but I don't think anyone ever got it working. You'd have to be a legendary GM with everybody raving about how great you are, before you might convince anyone to pay you for playing a game with them.
I have altered the probability of success on this roll. Pray I do not alter it again.
But how do you explain that the fighter can do that only once per day? With magic, the "it's magic" explanation always works. With mundane stuff, sure, you might be too tired to try it every round, but surely after some rest, you're ready again?
And don't fighters get plenty of cool with their special dice that get increasingly better and can be used on an increasing number of abilities?
And one of the big complaints about 4e was that by giving every character exactly the same amount of similar abilities, they all start to feel the same. Have magic and non-magic feel different. Give each class different kinds of cool stuff to do.
Yeah, I'm sorry, but as a longtime D&D/AD&D player.. no. Just no.
Nothing WotC, ever. Hell, I'm still pissed about what Lorraine Williams did to Gary Gygax.. but the legendary TSR being sold to WotC.. the same asshats who almost completely *destroyed* the roleplaying community with that abomination Magic: The Gathering.. No, no, a thousand times no.
I still remember those dark days.. when my local gaming store went from having 2 *dozen* roleplaying games a week being played by joyous nerds with dice and miniatures in their back room... to having *2*.. which struggled for players and only the hardest of the die hards kept them alive..
I remember more and more shelf space being consumed by those damn cards, with less dice, less miniatures, less goodies, less rulebooks, and less actual *games*.. because they needed the space for *crates* of starter decks and booster packs...
I remember people losing their cars and apartments because they were spending all their money on those wretched cards... Because the payouts were so insane and they were addicted... I remember meeting a guy at GenCon in '94... who hitchiked there, with no money, no ticket.. but 6 Black Lotus cards.... and I remember him trading one for a ticket and a swank suite at a nice hotel right near the con.. while we sweated 6 to a room in some non-air-conditoned dorm that we'd scrimped and saved for.. I remember him leaving with nearly $1,500 in gaming stuff, $600 in his pocket, a first class plane ticket home, and he still had *3* of those blasted cards...
And then I remember seeing what WotC had done to my beloved D&D... the Legacy of TSR... and my heart was filled with black hate. I will never forget.. I will never forgive... and I sure as *hell* will never buy the "5th Edition".
Yes, I may have issues. No, I don't particularly care.
Sorry for the late reply, I was on vacation for a week and avoided the net.
I think you're require in-game justifications for special character moments, either without thinking about it or on purpose. The wizard can only use teleport once a day because he lacks the mental focus to handle it twice, or expends too much stored mana the first time, or has his Vancian spell erased from memory after casting it. Obviously no similar resource of concentration, memorization, or mana affects the fighter. But in dramatic storytelling it's common for a fighter to do mundane actions for most of a fight and then one or two standout moments. For example:
The hero takes quite a pounding from the villian but a second wind or the sight of a loved one in danger or a lucky event (the enemy slips, the good guy finds a sword in the rubble, the bad guy stops to gloat) allows him to attack with renewed vigor. There are dozens of examples, consider the fight between Bruce Willis and Alexander Gudenov in Die Hard.
The gunfight goes back and forth for a while but when only two people are left the hero and villain have a standoff and then the hero plants a bullet in the other person's eye or heart before they can get off a final shot. Again, there are dozens of examples - Danny Glover's character in Lethal Weapon isn't that impressive in combat next to his partner but when the enemy leader tries to drive away he pulls off an awesome signature shot that kills the limo driver.
The hand to hand combat goes back and forth for a bit with no clear winner but then the hero pulls off a great hit. For a perfect example, Michael Keaton engages a swordsman in Batman. They exchange blows a few times and Keaton manages to block all sword swings. The adversary backs off for a second to collect himself and comes charging back in, and gets taken out with one kick.
In Dungeons and Dragons 1, 2, 3, and 3.5, those pivotal moments all simply represent an enemy character running out of hit points. Everything else around it is descriptive text. But this is a collaborative storytelling game, and it should be fun. There may be no in-game justification for that renewed energy, that special deadly shot, or that finishing kick, and there may be no in-game reason the character can only use it a limited number of times. But if it makes the game more fun for the person playing the character, why not add it? You can only control enough mana for a single meteor strike, I only have enough adrenaline for one jumping decapitation strike.
To answer your second point - the Fighter has been improved, relative to the 1/2/3/3.5 version. But a high level Fighter is still not in the same league as a high level caster, not by a long shot. It's only a partial fix.
I realize the 4e mechanics for special abilities are mostly uniform across class, role, and power source. That's a fair criticism, it robs flavor. But the alternative is custom options for each class that are still attempted to be more or less equal with each other in terms of in-game utility. That's incredibly difficult to do well. I think uniform mechanics are inevitable.
This is the difference between the diegenetic and non-diegetic view of character abilities. You want the character's abilities to be determined by the preferred story structure, even if those abilities don't make sense on their own. I prefer the character's abilities to be something real to the character. Something he knows he can do. The wizard knows which spells he can cast, and presumably knows he can only cast each spell once. But for a fighter to know he can't swing his sword like that again for the rest of the day once he's done it, or he can't make that perfect shot again for no clear in-character reason, well, that'd be weird. So unlike the wizard, the fighter character loses knowledge of what he can do. He becomes a puppet of the limitations that the story demands of his abilities.
Mind you, I'm not at all against some form of meta-currency to give you that extra oomph just when you need it. Fate points, plot points, karma, bennies, etc, I do like having that something extra to save for that special moment, and those exist outside the knowledge of the characters (except in Earthdawn obviously, where characters explicitly manage their karma). But that is an extra meta-currency on top of what the character himself is capable of, and what he knows himself to be capable of. But in D&D4, these meta-concerns infringe on the character's own physical abilities. And these abilities even have a special magic-sounding name, making it really more like a spell than a mundane ability. It damages the distinction between what the character can do and what the player wants from the story.
And those special moments in the movies, they could just as well have been a simple critical hit. Doesn't it hurt the suspense of the encounter when you know: I can still use my once-a-day encounter busting ability? One of the cool things about RPGs is their unpredictability. You can have the randomness of the dice create the drama of the story. When I played Earthdawn, the exploding dice meant that sometimes, due to luck, a simple d10 could roll over 20 or even 30. That move, whatever it was, was instantly epic, even if the player didn't plan it.
I grant you that class balance in 3.5 is seriously broken, and I totally believe you that 5 didn't fix it either. And yes, 4 is a lot more balanced, but balance at the cost of flavour isn't very good balance in my opinion. In the end, the core of class balance is this: in every situation, every PC has to be able to contribute something useful, and everybody has to get the chance to truly excel every once in a while. Not everybody has to excel in combat, unless your game is only about combat. Having one PC dominate combat is fine, as long as the others aren't useless, and the others get plenty of other opportunity to shine. Balance is only really broken when, as in 3.5, some classes will eventually be able to do everything better than everybody else, making everybody else obsolete. But forcing everybody to have very similar once-a-day powers is totally unnecessary.
That was an articulate post, thanks for taking the time to write it. I understand your mental disconnect with diegenetic and non-diegenetic (interesting word choice, by the way). But I think it's a valid thing to do in the course of making the game fun. I think if you want more realism, if you'll pardon the abuse of the word realism, in the game it makes more sense to switch to a more skill-based set of rules anyway - GURPS, Hero, White Wolf, JAGS, etc... Because levels are a similar kind of arbitrary framework that don't make sense inside the game but make things easier at a meta-game level.
The particular problem with using critical hits in Dungeons and Dragons instead of some sort of meta-currency is that the critical hit system that has existed in every edition before 5 isn't that potent. I haven't read about the critical hit rules for version 5, maybe it's improved. Critical hits in earlier editions are not useless by any stretch, but even if your DnD3 fighter uses a lance and has Weapon Specialization, and is against an opponent that is not immune to critical hits, he's got at best a 15% chance to do triple damage. (Maybe 10% or 20%, I don't remember.) It's better than nothing, but in a climactic battle scene it can't hold a candle to the effects of a cleverly targeted Charm Monster spell or Fireball or Improved Invisibility. Not even counting Dungeons and Dragons 3/3.5, even in earlier editions with spellcasters that were weaker than their 3e counterparts, at high levels they still handily outdid Fighters for combat utility.
So if you wanted to replace meta-currency with critical hits or something else equivalent, critical hits need to be improved. Or possibly a Fighter's base attacks and damage need to be improved, so he doesn't need better critical hits to be awesome.
I grant that in theory in Dungeons and Dragons and in practice in many other roleplaying games, all characters do not need to shine in combat. As long as every character has a fairly common chance to shine at something, the game should be fun. However, Dungeons and Dragons has had a very strong combat focus since the earliest editions. So even if we remove the magic-sounding encounter and daily powers from 4e from the newer editions, it's likely that 50+% of gaming sessions is a battle. The person playing the cleric that only heals well and especially the one playing the thief that only steals well are going to spend a lot of time twiddling their thumbs waiting for lucky dice rolls in order to feel useful, while the fighter and barbarian (and especially the wizard) are going to be highly effective.
And of course, it's worth mentioning that Earthdawn turns this problem on its ear by making every PC class explicitly magical. So the Fighter can have magic-sounding cool powers because he's actually using magic. I loved the game concept, though Earthdawn seemed a little too complicated to me. I never actually played, though, maybe it works better in practice than it appeared on paper. I keep hoping Earthdawn will get ported to another gaming ruleset, but no such luck.
I think if you want more realism, if you'll pardon the abuse of the word realism, in the game it makes more sense to switch to a more skill-based set of rules anyway - GURPS, Hero, White Wolf, JAGS, etc... Because levels are a similar kind of arbitrary framework that don't make sense inside the game but make things easier at a meta-game level.
I do in fact like skill-based systems, and back when D&D3 was new, I loved that it looked so skill-based (but it wasn't, really). But skills also have their limitations. Sometimes it's fun to play with the more class-based specialized roles. Skill-based systems sometimes lead to characters that are very similar, whereas class-based systems force specialization.
But realism isn't really the same consideration as diegetic/non-diegetic. In general traditional skill-based systems tend to be diegetic, but actually almost all traditional systems are diegetic, including most editions of D&D. The abilities on your sheet, the decisions you make as a player, are all directly related to the abilities of the character and the decisions the character makes. 3/3.5 started the move towards more abstract abilities, and 4e and Pathfinder definitely continued in that direction. Pathfinder definitely has some abilities that are too abstract, to unrelated to something real that the character might do in the world he lives in. And that makes it less diegetic. 4e goes in my opinion too far overboard in that direction; a cleric needs to hit an enemy to heal an ally. The fighter can do a fantastic attack for tons of damage and a cool side effect, but only once a day, whether it's the only fight that day or they're going to have 10 more fights that day. What's keeping him from doing it again? It makes too little sense from an in-character perspective, and the abilities and limitations feel very artificial to me.
But skill-based systems can also have non-diegetic elements. In FATE, for example, you can choose to have an aspect used against you, because it gains you a fate point, which you can later use for something good. It's a simple way to reward players for having characters with weaknesses and roleplaying them, but the decision to succumb to the flaw because it gets you a fate point is not the character's decision. But this mechanism is more separated from the character's actual abilities. It's the same meta currency for everybody regardless of what's on your sheet, and you'll never suddenly stop being able to do something.
The particular problem with using critical hits in Dungeons and Dragons instead of some sort of meta-currency is that the critical hit system that has existed in every edition before 5 isn't that potent. I haven't read about the critical hit rules for version 5, maybe it's improved. Critical hits in earlier editions are not useless by any stretch, but even if your DnD3 fighter uses a lance and has Weapon Specialization, and is against an opponent that is not immune to critical hits, he's got at best a 15% chance to do triple damage. (Maybe 10% or 20%, I don't remember.) It's better than nothing, but in a climactic battle scene it can't hold a candle to the effects of a cleverly targeted Charm Monster spell or Fireball or Improved Invisibility.
10% is pretty good, actually. That gives you a pretty decent chance of a critical hit every big fight. Of course if crits aren't powerful enough for your taste, that's simply a matter of tweaking the system. It's not an inherent problem with crits by themselves.
Not even counting Dungeons and Dragons 3/3.5, even in earlier editions with spellcasters that were weaker than their 3e counterparts, at high levels they still handily outdid Fighters for combat utility.
That is unfortunately an inherent problem to the quadratic way in which spellcasters rise in power. They get more spells, and every spell they have becomes more powerful. That last aspect has been reduced a bit in 5e; now Magic Missile only pro
Wow, you've probably read as many RPGs as I have. I'm familiar with FATE too.
10% chance of critical hits, and the associated damage bonus are a very big deal at lower levels. They're just not significant next to spellcaster power at higher levels.
I like games in which experience for overcoming obstacles is awarded the same regardless of whether combat is involved. Bribe the Duke to stop attacking with his army? Trick the Dragon into taking on a Lich and getting itself killed? Talk the Orc Chief into a peace treaty instead of war? Outrun the pirates that are trying to capture your ship? Pose as a messenger from the Hill Giants ordering a group of Ogres to move in the wrong direction?Same XP as killing them outright. But I just don't see it done that often in practice. Maybe I gamed with the wrong groups and read the wrong gaming fiction.
Again, I loved Earthdawn as a concept but want a simplification of the rules.
I think we'll have to agree to disagree with respect to Dungeons and Dragons. From what I've seen, most of the DnD fans fall on your side of the fence.