The 5E Playtest, what will TGD members do?

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Post by Username17 »

Swordslinger wrote:
FrankTrollman wrote: If you want to formalize everyone contributing abstractly to big problems like preparing for an ocean voyage or reactivating an ancient golem or negotiating a settlement with the Orcs or whatever, that actually isn't hard. You just make a number of rounds where everyone can make a skill check, you total up the number of hits on those skill checks, and you set the total effect based on the total number of hits achieved during those rounds. That is not a difficult design at all, and the only reason that Mike Mearls could never get it to work is that in four years and dozens of writeups, he never managed to let go of the idea of tracking failures, which meant that players with smaller than ideal bonuses were always working against the party.
It's tricky, because if you just track successes, but limit the number of rolls, then you're hosing small groups of PCs and benefiting large groups of PCs. It becomes very viable to just brute force things with massive groups and you don't get much benefit from having one expert, since at most this guy is always contributing one success. This makes sense for some things, like research or preparing for a sea voyage, but sucks for negotiations, where a good negotiation should shine and diplomacy by cacophony shouldn't work.
Wait, what? Are you just now noticing that larger parties can handle tougher challenges?
But what's the point of the mechanic anyway? Is it really so important that we need to be having everyone roll to activate the golem or load up a ship for supplies? There's no real thought to it, so why not just make it a single skill check if that. Why would you even want to encourage a bunch of tedious dice rolling?
The points of the mechanic are:
  • To make major plot points use up enough actual die rolls that they feel like major plot points.
  • To get players other than the party diplomancer involved in the process.
  • To provide the illusion of difficulty to non-combat activities so that the players don't grasp that things are as grossly slanted in their favor as they are for combat.
  • To get people to have an outlet for creativity during combat by taking nonstandard actions from time to time. Note that this is a completely different issue from the other two and actually needs to be a distinct mechanic, which is why the blended combats with skill challenge writeups were always even more full of fail than the rest of it.
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Post by MGuy »

Not interested in what they are going to put out for 5th edition. I didn't like 4th when it came out just because of how they treated fans of 3rd when it came out. I'd only heard negative things about it and in playing it I found out that it was worse for me than I'd even heard. I have no confidence what-so-ever that what they produce will be anywhere near good or even something that is close to what I want. I'm just going to wait 'til they release it and for them to make videos about how bad 4th was.
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Post by hogarth »

I just noticed this quote from an EN World article written by a guy who played the first iteration of 5E:

"The new edition will be designed as a basic rules set which can be expanded upon with stack on rules to suit the tastes of mechanics complexity to suit the players and DMs."

I guess I realised that at the back of my mind, but after reading about it, it seems very likely that the minimal version of 5E will get much more playtesting than the deluxe version (which I'd be more likely interested in).

I have very little interest in playtesting something that's on the level of OD&D or Basic + Expert in terms of sophistication.
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Post by Lago PARANOIA »

Swordslinger wrote: But what's the point of the mechanic anyway? Is it really so important that we need to be having everyone roll to activate the golem or load up a ship for supplies? There's no real thought to it, so why not just make it a single skill check if that. Why would you even want to encourage a bunch of tedious dice rolling?
Well, what originally attracted me to the idea of skill challenges was the idea of getting a bunch of people to perform a single task with disparate actions rather than a bunch of people standing in line going 'I Diplomacy It!'

In order to do this, you need to do several things at once:
[*] The skill challenge cannot be reducible to a single skill check. I for example can come up with a way with 'convince the king's court to declare war on the orcs' so that it's not reducible to a skill check but a lot of people can't.
[*] You still need to be time-limited in some fashion. Obviously an arbitrary time limit like 'you have one week to find the temple of doom' is stupid, but 'you have one week to track the Thieves' Guild HQ before they cover their tracks and leave the city'.
[*] You simply have to be prepared to sometimes reduce or increase the time usage for skills. Otherwise the time limits for skill challenges will be too stringent to have a satisfying story and/or there's no real risk of failure because people just spam 'quick' skills and ignore the faster ones. Yes, this also means that if someone is going to take the action of 'try to clear the path of rubble using Athletics' you have to declare that it will take half a day to do so even though it would be faster to do so in discrete time units. Again, you need to make heavy use of Schrodinger's gun to prevent players from losing their WSoD.
[*] DCs must be objective and not tied to the difficulty of the skill challenge! I cannot stress this enough. If you don't do then then everyone is just going to pick their highest skill and spam it. Even if you implement some kind of anti-spam measure, it'll just reduce to Five Moves of Doom.
[*] You have to be prepared to award successes for knot-cutting. If the skill challenge is 'find the jungle temple' and the Druid Casts a Speak With Plants spell, even though they didn't roll anything you as the DM must be prepared to award the druid a finite number of successes or even declare that the skill challenge is over, the druid 'won'.
[*] You still need some kind of anti-spam measure. Anti-spam measures between individuals (only one person gets to roll diplomacy for this skill challenge) is more vital than individual anti-spam measures (you only get to successfully use diplomacy one and you only have three attempts regardless) but ideally you want both.
[*] If you're going to punish failures, you should only punish spectacular failures. Either they're doing something really high-risk/high-reward or they do something rat-flailing stupid like punching the king in the balls during a diplomatic negotiation. Garden-variety 'failed a skill check' outcomes should not count as a failure unless, again, they were going for a high-risk/high-reward kind of deal.
[*] You have to be prepared to let people fail the skill challenge. By a huge margin if necessary. This means you can't structure skill challenges that will end the game if the party fails unless it's at the climax of the campaign. But skill most skill challenges have less-than-lethal results you have more room for error.
[*] Because the whole idea of a skill challenge is to award creativity, you have to err on the side of the player when deciding to reward someone for something. Unless a proposal is patently ridiculous (I use Pick Pockets on the River!) it should be allowed. Meaning that a History Check to see if someone can judge when the tide of the river is the lowest, a Disable Device check to see if it can be dammed with little effort, and a Speak With Dead ritual + Diplomacy check to see if the river spirits will let them cross should be allowed even if they're dodgy or require excessive use of Schrodinger's Gun.
[*] There's no way to formally code this, but less experienced or less creative players should go first. That way they don't have to strain their creative banks as hard to do something.

So for a quick example as to how this will go, say you initiate a skill challenge of 'Convince the Elf King to aid his Dwarven Allies' for your four-person group. I would only use this skill challenge on a moderately creative group, otherwise they'll just end up flailing after they do the obvious options. It'd go something like this:

[*] You declare that they have one week to successfully complete the skill challenge otherwise the Elven King, regardless of his individual stance on things. They must get X many successes and must not get more than X-many failures. Each person can only try one skill a day.
[*] The paladin, who is played by a new player, declares that she will use Diplomacy on the king. The DM announces that this is not an available option as-is because the king doesn't want to talk to anyone. She kind of hems and haws when it's her 'turn' and passes. The DM agrees to this but says that when everyone has taken their first action if she doesn't come up with anything then she'll 'lose' days until she can come up with something.
[*] The party rogue asks the DM if he or someone else can make a Gather Information check to see who in the king's court opposes the war. The DM says that a successful check will give him the information and doesn't take up enough time to take all of his focus but on a failure a retry can only be made once a day. The paladin has a higher GI check than the rogue so asks if she can do it for him during the time periods in which she's studying peoples' habits. The DM allows this and finds out that the court magician is the most vocal opponent of aiding the dwarves. The rogue then asks if he can use the Forgery and Stealth skills to plant some forged evidence on the court magician that he's on the orc payroll. The other party members object to this 'evil' action but he manages to convince them to let him do this anyway. The DM says that it will take three days to make the Forgery (which the DM will roll in secret) and one day per attempt to try to sneak the forged evidence into the appropriate spot. Because this is a high-risk, high-reward plan the DM says that he will award 12 successes if he succeeds. But if he fails the stealth roll too badly or if the Forgery check at all the skill challenge will automatically end and fail there. The rogue hrms and decides that he will make the Forgery check but will hold off on the Stealth check.
[*] The druid says that he's going to rabble rouse in the treetops to get support for the war. The DM tells him that it'll take four days to rabble rouse enough to see if the elven populace will go for the war and will get four successes + overflow if he succeeds. The druid agrees to this but fails the roll. When the DM comes back to the druid, the druid wonders if he can search the libraries to find out about the history between dwarves and elves and come up with a way to heal the bad blood between the factions. The DM says that this History check will take one day but will add a success + partial overflow is someone makes a successful diplomacy check in the future.
[*] The paladin gets a brainsight is all 'hey, if I convince someone to let me talk to the king first can I combo off of the druid's check?' The DM is all 'sure, if you can find them'. The artificer suggests a Gather Information check to determine which members of the court talk to the king and where they can be Diplomacy-ambushed to convince them to take her to the king. The DM says that it will take one day for the Gather Information and Diplomacy check each just to get someone to take her to the king and an additional day to talk to the king if she can get someone. If she manages to convince the king he will award four successes + overflow, plus the druid's result. But because the king is so crucial to the declaration of this war that not succeeding on his Diplomacy check will count as a failure. If she has time left after that then she can decide on a new course of action. She fails the first Gather Information Roll to find whom the king talks to and where they hang out on (one day), succeeds on the second GI attempt to find someone (two days and it's the court jester) but fails the diplomacy check badly (three days). In fact she fails it so badly that an additional diplomacy check comes at a huge penalty. She decides that she'd be better off finding someone else so makes another GI check and succeeds on that one and locates one of the king's cousins at a tavern (four days). The diplomacy check to convince the noble to take her for an emergency audience with the king successful (five days). The follow-up check with the king, which takes two days, is successful so the DM awards her and the druid with nine successes.
[*] The wizard says that he's going to buy stock in the elven smithies and craftshops and use his newfound business power and individual crafting skill to modernize the forces and lean on the king to declare war. The DM says that doing this task will take the entire seven days and will cost him a pretty penny to just buy the stock. Afterwords he can just make a bureaucracy roll against a set DC to see how many successes he gets. The DM tells him that if he succeeds, he'll get five successes + any overflow. The artificer asks if he can do a separate bureaucracy roll to reduce the cost of his business dealings and is assigned a penalty due to how fast he most move. He fails the roll and has to pay the full price. But the follow-up Bureucracy Roll succeeds and he's awarded seven successes.
[*] After passing for a day, it's the rogue's turn again. The party has enough successes so that the Elves will loan the dwarves money and supplies but will not outright pledge military aid. The rogue wants the elven king to go further than that, so initiates his initial. plan. He announces that he will try to sneak the evidence as originally intended. The first Stealth roll fails but doesn't fail by enough to be discovered. He just can't break into the appropriate wardrobe to sneak the forged evidence onto the court magician on the first attempt (five days).

The second Stealth roll succeeds however. Then the DM reveals that because a natural one was rolled for the Forgery, it gets easily seen through. The court is in an uproar over this and to save face the king immediately withdraws all support. The party has failed.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Gaming Tonic »

hogarth wrote:I just noticed this quote from an EN World article written by a guy who played the first iteration of 5E:

"The new edition will be designed as a basic rules set which can be expanded upon with stack on rules to suit the tastes of mechanics complexity to suit the players and DMs."

I guess I realised that at the back of my mind, but after reading about it, it seems very likely that the minimal version of 5E will get much more playtesting than the deluxe version (which I'd be more likely interested in).

I have very little interest in playtesting something that's on the level of OD&D or Basic + Expert in terms of sophistication.
Thanks for noticing the article. I can tell you that it is much more than Basic+Expert but the new edition is still early in the playtest process. After playtesting i wrote my personal thoughts in a blog on my website about what I want and don't want in a new edition from each previous editon. You can check that out at http://gamingtonic.com/blog/2012/01/wha ... h-edition/ Keep checking in at gamingtonic.com and enworld.org. I have some news on the VT and 5E to share with all of you soon.
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Post by Lokathor »

Gaming Tonic wrote:
hogarth wrote:I just noticed this quote from an EN World article written by a guy who played the first iteration of 5E:

"The new edition will be designed as a basic rules set which can be expanded upon with stack on rules to suit the tastes of mechanics complexity to suit the players and DMs."

I guess I realised that at the back of my mind, but after reading about it, it seems very likely that the minimal version of 5E will get much more playtesting than the deluxe version (which I'd be more likely interested in).

I have very little interest in playtesting something that's on the level of OD&D or Basic + Expert in terms of sophistication.
Thanks for noticing the article. I can tell you that it is much more than Basic+Expert but the new edition is still early in the playtest process. After playtesting i wrote my personal thoughts in a blog on my website about what I want and don't want in a new edition from each previous editon. You can check that out at http://gamingtonic.com/blog/2012/01/wha ... h-edition/ Keep checking in at gamingtonic.com and enworld.org. I have some news on the VT and 5E to share with all of you soon.
Many of your complaints in your blog are valid, but your complaint about Feats is based mostly in the fact that WotC made feats super shitty in 4e since you got a million of them. Fewer feats that each have more impact works out nicely.
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Post by Lago PARANOIA »

The D&D gaming public also need to start cracking down on designers who make shitty filler feats, too.

Feats have somehow mutated into a cheap and easy way to fill page space without really entertaining customers. And they're justified in the name of 'balance' or 'roleplay'. So a gaming company can print up a book full of bullshit feats like Psionic Power or Song and Silence and get away with it.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by OgreBattle »

Isn't this basically what GURPS does?
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Post by Koumei »

Also, PA seem to agree on how useful their playtesting/marketing will be.

And yes, I'm aware that my games seem to make me the redhead in that picture. It has already been pointed out.

...that said, given how much fun people have in my games, maybe sexing the whole thing up Bayonetta-style could be a good thing and actually work?
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Post by hogarth »

Gaming Tonic wrote:
hogarth wrote:I have very little interest in playtesting something that's on the level of OD&D or Basic + Expert in terms of sophistication.
Thanks for noticing the article. I can tell you that it is much more than Basic+Expert but the new edition is still early in the playtest process.
If you say so, but remember that Basic+Expert D&D covered up to level 14 and had a fair number of spells, weapons, classes, etc. I'm a bit skeptical that you playtested anything that wasn't in that ballpark except perhaps for some leftovers (classes, powers, whatever) from 4E.

It was an interesting article, though. The blog post was not bad either, although I agree that your criticisms about feats apply much more to 4E feats than 3E feats. Also, your comment about how "magic wasn't expected" in AD&D doesn't reflect my memories -- I always heard plenty of whining if we didn't get any good magic loot, or if we lost our party cleric or wizard!
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Post by Prak »

Making sexy, "mature" games could work remarkably well. I mean, hell, Bayonetta sold 1.1 million copies in just a month. Compare that to the 365,000 sales of what comes to mind as a relatively average game, SR2 (title was known, so it's not having to completely build a base, but the first was merely a vaguely well received GTA clone, so it didn't have a huge base to count on, like SR3). So, yeah, people want sexy, over the top games.


The problem is that "AO" or the like is death for a product. Doubly so for a niche market like gaming, where "Mature Audiences only" is pretty much asking for a shitstorm.
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Post by Archmage »

Prak_Anima wrote:Making sexy, "mature" games could work remarkably well. I mean, hell, Bayonetta sold 1.1 million copies in just a month.
Bayonetta is a video game. You get to look at a sexy female jump around killing monsters. If you find that sort of thing attractive, you might consider buying it.

D&D is a tabletop game. Unless you bring your pin-up collection, anything sexy going on is probably only happening on people's imagination. Unless your group enjoys publicly sharing their sexual fantasies as a means of entertainment, it's probably not going to work. I don't see there being nearly as big a market for that sort of thing.

That doesn't mean you can't have sexy dudes/girls in the books or as cover art or whatever, it just means that I think "sexy" roleplaying games have a very limited audience--or at the very least it's one that's drastically different from the typical D&D audience.
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Post by Koumei »

Yeah, that's actually what I meant - plaster artwork across the books that is:
A. High quality
B. Sexy
C. Pretty

Seriously, they should be busting out the oil pastels and watercolours to splash beautiful scenes of colour for every backdrop, maybe include all of one picture that has actual armour and the rest are either "clad in not much" or have spinning, whirling vibrant robes, and so on. Just make it look amazing and also somewhat sexy.

Let people play whatever games they want with it, but making the rulebooks kind of look like soft porn would draw in big money, because roleplayers tend to buy that sort of thing.

Obviously they should be reasonable. I'm not suggesting they should, for the Succubus entry, show them doing what they do best, nor do we want a centrefold of Miailee's gynaecology exam, but they could at least include an implied-lesbianism poster of their female cast in the middle of the book. Seriously, it'll sell. Then they can write whatever shitty rules they like and no-one will care.
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Post by Prak »

Yeah. That's essentially the point I was trying to make. Sex sells, but I'm not sure it works well for tabletop games, except with cheese/beefcake. Maybe allow some more risque stuff into the rules as basically an implicit "go ahead and sexualise shit in this game if you're groups into that," like magic underwear and something along the lines of Gymnos defense, or The Barbarian's Loincloth, a magic item that is fur underwear but protects like fullplate. Don't put rules for actual sex (and I don't want to see mialee's *anything* unless they put a mask on her first), just have fun with the setting and put some fanservice in the rules, and a lot of fanservice into the art.
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Post by Swordslinger »

FrankTrollman wrote: Wait, what? Are you just now noticing that larger parties can handle tougher challenges?
The problem is that if you have a task like reactivating a magic golem and it takes 6 successes in 3 rounds, a pack of apprentices can potentially succeed, while a lone archmage cannot.
  • To make major plot points use up enough actual die rolls that they feel like major plot points.
  • To get players other than the party diplomancer involved in the process.
  • To provide the illusion of difficulty to non-combat activities so that the players don't grasp that things are as grossly slanted in their favor as they are for combat.
The goal of allowing everyone to contribute to social encounters and having diplomancers are contradictory goals. The purpose of having a skill is some kind of role protection. If diplomacy guy isn't a role you want to protect, than you no longer should even have the skill. It's crap to expect someone to sink points into it when the mage can do just as well in social encounters with arcana checks.

As for the illusion of making it feel important, generally that just entails spending more time on it.
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Post by Username17 »

Swordslinger wrote:
FrankTrollman wrote: Wait, what? Are you just now noticing that larger parties can handle tougher challenges?
The problem is that if you have a task like reactivating a magic golem and it takes 6 successes in 3 rounds, a pack of apprentices can potentially succeed, while a lone archmage cannot.
That would be a question for DCs. In 4e, the Tarrasque can be gunned down by a squad of halfling slingers pretty easily. In 3e, it can't. Making tasks carry "you must be this tall to succeed" signs is actually very easy. But it's not necessarily a goal that you have.

Having a lone archmage be unable to solve the challenges by himself however is the goal of skill challenges. The primary stated purpose is to get everyone involved rather than having people go raid the fridge or play Smash Brothers while the Diplomancer is shaken at social problems.
  • To make major plot points use up enough actual die rolls that they feel like major plot points.
  • To get players other than the party diplomancer involved in the process.
  • To provide the illusion of difficulty to non-combat activities so that the players don't grasp that things are as grossly slanted in their favor as they are for combat.
The goal of allowing everyone to contribute to social encounters and having diplomancers are contradictory goals.
No they aren't. The goal of having everyone contributing to combat encounters is not contradictory with having Fighters. In addition to the point that not everyone has to contribute to social encounters by talking, and could instead contribute by spying, doing historical research, or whatever instead; the fact remains that everyone contributing does not imply that everyone is contributing equally well.

The problem with lack of participation is not that the diplomancer is doing his job better than you could do his job. The problem is that with the diplomancer doing his job there is no reason for you to do anything at all. Ideally, different players would get to be "the star" at different times when their abilities came into use. But just because the Fighter's shock trooper feat makes him the most effective character in the bridge fight doesn't mean that the other players can or should simply stop contributing. They aren't the star of that encounter, but their contribution is still important. This is where Wyatt and Mearls really fell down on the job of course, since in the skill challenges they actually made there actually is no reason to contribute if you aren't the star of a particular skill challenge.

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Post by Swordslinger »

FrankTrollman wrote: No they aren't. The goal of having everyone contributing to combat encounters is not contradictory with having Fighters.
Actually it's funny because your counterpoint proves my point, because fighters are a class with a lot of problems. Mainly because fighters only real schtick is fighting and other classes can use magic for noncombat and combat (and many do it better than a fighter).

That's why having the diplomancer is bad too. If wizards can just shake arcana or spellcasting at the problem to make it go away, the guy who spent points on the skill will feel cheated. On the other hand if you have only the diplomancer as the talky guy, the other players get bored.

The correct thing to do is eliminate diplomancer as a role.
In addition to the point that not everyone has to contribute to social encounters by talking, and could instead contribute by spying, doing historical research, or whatever instead; the fact remains that everyone contributing does not imply that everyone is contributing equally well.
This sounds a lot like the Indiana Jones style Skill challenges that just never really became feasable. People generally are not going to be spying or doing research mid conversation. All that crap is done before the conversation with the king ever really takes place, so the diplomancer is still going to be the only guy talking in the actual conversation scene.

That's a bad idea in an RPG, where only one character is supposed to be doing all the talking in a scene.

The concept of using history or arcana or whatever to make well reasoned arguments in character about why the demon king is so dangerous is a good idea. But at that point, you might as well have your entire social system work that way and you no longer need a generic diplomacy skill.
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Post by ...You Lost Me »

swordslinger, there are diplomancers and historians and tacticians. The idea is that the diplomancer is the cleric, so he's contributing two different things. The fighter could be a tactician, so he'll have something to bring to the table when the party tries to convince the king to go to war.

Diplomacy is still valid, but it's not the only talking skill.
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Post by ishy »

The only reason a diplomancer would feel cheated if someone could throw arcana against the problem is if a)arcana is a lot cheaper b) has more uses.

Having multiple ways to complete a task is usually a good thing.

Though in the specific case of diplomacy yeah you could throw it out. The game would change and the change would be better for some groups and worse for others.

It basically means that people who are not diplomancers in real life will never be able to do it and will have to focus on other things.
But I guess that is also true for people making plans and stuff like that, where people who are bad at that will suck at it etc.
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NineInchNall
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Post by NineInchNall »

FrankTrollman wrote:
Swordslinger wrote:
FrankTrollman wrote: Wait, what? Are you just now noticing that larger parties can handle tougher challenges?
The problem is that if you have a task like reactivating a magic golem and it takes 6 successes in 3 rounds, a pack of apprentices can potentially succeed, while a lone archmage cannot.
That would be a question for DCs. In 4e, the Tarrasque can be gunned down by a squad of halfling slingers pretty easily. In 3e, it can't. Making tasks carry "you must be this tall to succeed" signs is actually very easy. But it's not necessarily a goal that you have.
You could also go with a "degrees of success" model where succeeding by a given margin gives extra "successes". Or critical successes or whatever. This has the benefit of allowing at least some sense of something beyond the binary success/failure problem of skill challenges.
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Post by CapnTthePirateG »

Well, here's a new article.

http://www.wizards.com/DnD/Article.aspx ... 0116#78051

Maybe this should have gone in the bitching thread, but it seems they have learned NOTHING from 3.5. This was exactly what hurt 3.5 - the fact that wizards and co had way more choices then fighters. Let's be honest, they are not going to even try to make the "no-choice 1e fighter" competitive with the tricked out uberfeat ToB-move fighter, are they?
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Previn
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Post by Previn »

we're designing the game so that not every player has to choose from the same set of options. Again, imagine a game where one player has a simple character sheet that has just a few things noted on it, and the player next to him has all sorts of skills, feats, and special abilities. And yet they can still play the game together and everything remains relatively balanced. Your 1E-loving friend can play in your 3E-style game and not have to deal with all the options he or she doesn't want or need. Or vice versa. It's all up to you to decide.
I can't see any method of remotely balancing this that keeps the system from becoming anything more than 'simple/less simple/complex/excel time' rules sets.

They're going to destroy whatever community they have left because no one is going to be able to coherently discuss 5e on the internet.

No one on their team is competent or knowledgeable enough to pull off what they're proposing. They seem to be trying to do everything they can to mechanically fail.
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Post by Username17 »

we're designing the game so that not every player has to choose from the same set of options.
That's impossible. Every single player is choosing from the same set of options.

By putting in the arbitrary layers, they are just making some, but not all, of the options to choose from be non-transparent with each other. That makes the game incredibly hard to balance and incredibly confusing, but it doesn't make there be different options that different people don't have.

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Post by violence in the media »

I'm kind of curious why they think people would opt for fiddly, crunchy, detailed method if the simple option is just as good?

"I want to be better at bows than Bob, and in return I'll be worse at swords." This sentiment, for differentiation if not outright power, seems to be the basis for all increases in crunch and fiddliness that we've seen in the past 40 years.

If picking wizard is an equal game option to picking do taxes, get wizard, then why would I ever elect to do taxes?
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hogarth
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Post by hogarth »

CapnTthePirateG wrote:Well, here's a new article.

http://www.wizards.com/DnD/Article.aspx ... 0116#78051
Statements like this drive me crazy:

"This isn't an attempt to get you to play Dungeons & Dragons in a new way. This is the game you've already been playing, no matter what edition or version you prefer."

Ugh. Please tell me that's not true -- I do not want to play a game where the core rules consist of the greatest common factor between all editions of D&D (even the 99% incompatible ones).
Last edited by hogarth on Mon Jan 16, 2012 6:43 pm, edited 2 times in total.
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