D&DNext: Playtest Review
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Possible but not very logical.
Because if you finish for level 20, and then get a brilliant idea for level 10, you might have to rework level 20.
I'd advise you to make a design first, indicating in rough guidelines what you want all levels to be like.
Because if you finish for level 20, and then get a brilliant idea for level 10, you might have to rework level 20.
I'd advise you to make a design first, indicating in rough guidelines what you want all levels to be like.
Last edited by ishy on Wed Aug 15, 2012 10:54 am, edited 1 time in total.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
- RobbyPants
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- deaddmwalking
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One big difference is that a creature with lots of hit points (like a Minotaur, I guess?) will become vulnerable to these attacks after you wear it down a bit.virgil wrote:All of the stuff that's limited by maximum hit points seems like a different way of saying "less than 3HD, give or take".
The actual numbers might be pretty stupid. If you can put a minotaur to sleep when it gets to below 3d8 (say 13 hit points), you're probably just as well off hitting it a few more times.
But in general, it provides an option to synergize attacks between a Fighter and a Wizard a little better - an opponent might not be vulnerable to a particular spell until the Fighter 'leans on him' a little.
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Here it is, RobbyPants.
So, there's that.DM guidelines wrote:Here’s another secret: You don’t actually have to
set the DC before the player rolls the check. Decide whether the character succeeds based on the check result.You’ll probably find that your gut feeling (and the player’s) squares pretty well with the set DCs
presented here. A number below 10 is never going to make it. A number in the low teens is good enough for an easy task. A number in the middle teens will succeed at a moderate task. And when a player rolls
a 16 or better, there’s usually little question that the character succeeds.
Your players will never know.
hhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
For a minute, I used to be "a guy" in the TTRPG "industry". Now I'm just a nobody. For the most part, it's a relief.
Trank Frollman wrote:One of the reasons we can say insightful things about stuff is that we don't have to pretend to be nice to people. By embracing active aggression, we eliminate much of the passive aggression that so paralyzes things on other gaming forums.
hogarth wrote:As the good book saith, let he who is without boners cast the first stone.
TiaC wrote:I'm not quite sure why this is an argument. (Except that Kaelik is in it, that's a good reason.)
Here I thought my 15+ on the die succeeds, 7- fails, 8-14 = argue with the DM was a ridiculous parody of skill challenge "rules" (since it's basically what people do given no rules at all), but it turns out that's one of their actual suggestions now (except slightly less player friendly)? Unreal.Den NEXT Design Challenge wrote:For an ordinary Leadership Check, the player should roll a d20 and add their Leadership score, and likewise for Skill Checks. As usual, 20s are a critical success and 1s are an automatic failure. A roll above 14, before adding in the Leadership score, is a normal success, while a roll below 8 is a normal failure. Intermediate rolls should be adjudicated based on the circumstances, but should not go well for players with low Leadership scores.
Last edited by Whatever on Wed Aug 15, 2012 2:31 pm, edited 1 time in total.
Ugh. It's bad enough that awful GMs do that -- you don't need to convince good GMs to do the same.Here’s another secret: You don’t actually have to
set the DC before the player rolls the check. Decide whether the character succeeds based on the check result.You’ll probably find that your gut feeling (and the player’s) squares pretty well with the set DCs
presented here.
Last edited by hogarth on Wed Aug 15, 2012 2:31 pm, edited 1 time in total.
That's only for sleep, which is just hit points. Note that spells such as Suggestion or Web explicitly state "maximum hit points". This means wounds do not make a creature any more vulnerable to such attacks.deaddmwalking wrote:One big difference is that a creature with lots of hit points (like a Minotaur, I guess?) will become vulnerable to these attacks after you wear it down a bit.virgil wrote:All of the stuff that's limited by maximum hit points seems like a different way of saying "less than 3HD, give or take".
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
- RobbyPants
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Jesus Christ! Really!? Why even have mods and DCs if we only care about the raw dice?CapnTthePirateG wrote:Here it is, RobbyPants.
So, there's that.DM guidelines wrote:Here’s another secret: You don’t actually have to
set the DC before the player rolls the check. Decide whether the character succeeds based on the check result.You’ll probably find that your gut feeling (and the player’s) squares pretty well with the set DCs
presented here. A number below 10 is never going to make it. A number in the low teens is good enough for an easy task. A number in the middle teens will succeed at a moderate task. And when a player rolls
a 16 or better, there’s usually little question that the character succeeds.
Your players will never know.
I mean, I get where they're going here. On a level appropriate task, you'd figure you have X% chance to succeed. This will go up or down a bit depending on your skill level (are you specialized in this?) and circumstances. Also, it will change if it's not level appropriate, and is instead harder or easier. You know: all the things that make the modifiers and the DC.
It seems like it would have been easier to just give a table with 20 rows and 3 columns listing a single DC for an easy, moderate, and hard task per every level, and slap it on the inside of the DM screen. Then instead of Ad Post Hoc MTP Bullshit, they'd actually be using the fucking rules. God damn.
(Side note: so, we're supposed to fail 50% of the time on a level-appropriate task, too? Wonderful)
BTW, thanks for pointing me to that so quickly.
Last edited by RobbyPants on Wed Aug 15, 2012 3:05 pm, edited 2 times in total.
That would be an interesting idea. Have a fixed scale like the above, but skill rank and such actually determines what happens on a success, intermediate, or a failure. Highly skilled people suffer minimal to no consequence on a failure, bare success on an intermediate, and do awesome on a normal success. Low to barely skilled suffer a notable setback on a failure, minimal to no consequence on a failure, and a normal success at 15+.Whatever wrote:Here I thought my 15+ on the die succeeds, 7- fails, 8-14 = argue with the DM was a ridiculous parody of skill challenge "rules" (since it's basically what people do given no rules at all), but it turns out that's one of their actual suggestions now (except slightly less player friendly)? Unreal.Den NEXT Design Challenge wrote:For an ordinary Leadership Check, the player should roll a d20 and add their Leadership score, and likewise for Skill Checks. As usual, 20s are a critical success and 1s are an automatic failure. A roll above 14, before adding in the Leadership score, is a normal success, while a roll below 8 is a normal failure. Intermediate rolls should be adjudicated based on the circumstances, but should not go well for players with low Leadership scores.
That's probably too well-thought out though
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
- Duke Flauros
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DM guidelines wrote:The first rule of being a good DM is to remember that the rules are a tool that you and the players use to have a good time. The rules aren’t in charge. You, the DM, are the one in charge of the game. Guide the play experience and the use of the rules so that as many of your players have a good time as possible. There will be setbacks, such as a character being slain by an unlucky die roll, but look for ways to turn setbacks into interesting complications in the game’s story.
DM guidelines wrote:Using These DCs:
Nobody expects you to keep these numbers in your head, but we really don’t want you to have to look at a table every time you have to decide on a DC. So here are some tips.
If you have decided that a check is called for, then clearly it’s not a trivial task—you can eliminate DC 7.
Then ask yourself: “Is it easy, moderate, or hard?” If the only DCs you ever use are 10, 13, and 16, your game will run just fine.
If you find yourself thinking, “Well, it’s really hard,” then you can go up to the higher DCs. If it’s a bit harder than hard, add +3, to 19 (very hard). If it’s still harder than that, add another +3, to 22 (formidable). If you think the task is next to impossible, then 25 is your DC.
Here’s another secret: You don’t actually have to set the DC before the player rolls the check. Decide whether the character succeeds based on the check result.You’ll probably find that your gut feeling (and the player’s) squares pretty well with the set DCs presented here. A number below 10 is never going to make it. A number in the low teens is good enough for an easy task. A number in the middle teens will succeed at a moderate task. And when a player rolls a 16 or better, there’s usually little question that the character succeeds. Your players will never know.
DM guidelines wrote:As a DM, you could memorize these guidelines, apply them flawlessly, and still miss out on the point of D&D. Unlike other games, D&D is a flexible set of guidelines, not a rigid set of laws.
DM guidelines wrote:Checks: When a player makes a check, invite him or her to describe the character’s action. If the player makes clever use of the situation in the description, consider either granting an automatic success or advantage on the check.
DM guidelines wrote:As a DM, remember that the dice are like the rules. They’re a tool to help keep the action moving. At any time, you can decide that a player’s action is automatically successful, even if the DC would normally be somewhere above 20. By the same token, a bad plan or unfortunate circumstances can transform even the easiest task into an impossibility.
The dice are neutral arbiters. They come into play when success and failure are far from clear. Think of them as impartial judges, ready to dispense a yes or no answer based on a character’s bonus and the DC you have selected. The dice don’t run the game. You do.
DM guidelines wrote:You determine how many magic items characters can find in your adventures. The game does not assume that characters need them to succeed. Magic items, when found at all, simply make PCs better.
Thus, you can add or withhold magic items in your adventures as you see fit. Being somewhat stingy with magic item placement, especially at lower levels, means that players will appreciate such items all the more when they find some.
Niao! =^.^=
Mike Mearls wrote:“In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’” “But there’s other ways to play guitar.” “D&D is like the wardrobe people go through to get to Narnia,” “If you walk through and there’s a McDonalds, it’s like —’this isn’t Narnia.’”
Tom Lapille wrote:"As we look ahead, we are striving for clarity in both flavor and mechanics.""Our goal with most of the D&D Next rules is that they get out of the way of the action as much as possible."
Mike Mearls wrote:"Look, no one at Wizards ever woke up one day and said 'Let's get rid of all of our fans and replace them.' That was never the intent."
- nockermensch
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We should had patented that.CapnTthePirateG wrote:Here it is, RobbyPants.
So, there's that.DM guidelines wrote:Here’s another secret: You don’t actually have to
set the DC before the player rolls the check. Decide whether the character succeeds based on the check result.You’ll probably find that your gut feeling (and the player’s) squares pretty well with the set DCs
presented here. A number below 10 is never going to make it. A number in the low teens is good enough for an easy task. A number in the middle teens will succeed at a moderate task. And when a player rolls
a 16 or better, there’s usually little question that the character succeeds.
Your players will never know.
@ @ Nockermensch
Koumei wrote:After all, in Firefox you keep tabs in your browser, but in SovietPutin's Russia, browser keeps tabs on you.
Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.
Oh, there it is! I knew I'd gotten the idea from somewhere.nockermensch wrote:We should had patented that.
Thank you for this. A good laugh is a good start to the day.Duke Flauros wrote:DM guidelines wrote:The first rule of being a good DM is to remember that the rules are a tool that you and the players use to have a good time. The rules aren’t in charge. You, the DM, are the one in charge of the game. Guide the play experience and the use of the rules so that as many of your players have a good time as possible. There will be setbacks, such as a character being slain by an unlucky die roll, but look for ways to turn setbacks into interesting complications in the game’s story.DM guidelines wrote:Using These DCs:
Nobody expects you to keep these numbers in your head, but we really don’t want you to have to look at a table every time you have to decide on a DC. So here are some tips.
If you have decided that a check is called for, then clearly it’s not a trivial task—you can eliminate DC 7.
Then ask yourself: “Is it easy, moderate, or hard?” If the only DCs you ever use are 10, 13, and 16, your game will run just fine.
If you find yourself thinking, “Well, it’s really hard,” then you can go up to the higher DCs. If it’s a bit harder than hard, add +3, to 19 (very hard). If it’s still harder than that, add another +3, to 22 (formidable). If you think the task is next to impossible, then 25 is your DC.
Here’s another secret: You don’t actually have to set the DC before the player rolls the check. Decide whether the character succeeds based on the check result.You’ll probably find that your gut feeling (and the player’s) squares pretty well with the set DCs presented here. A number below 10 is never going to make it. A number in the low teens is good enough for an easy task. A number in the middle teens will succeed at a moderate task. And when a player rolls a 16 or better, there’s usually little question that the character succeeds. Your players will never know.DM guidelines wrote:As a DM, you could memorize these guidelines, apply them flawlessly, and still miss out on the point of D&D. Unlike other games, D&D is a flexible set of guidelines, not a rigid set of laws.DM guidelines wrote:Checks: When a player makes a check, invite him or her to describe the character’s action. If the player makes clever use of the situation in the description, consider either granting an automatic success or advantage on the check.DM guidelines wrote:As a DM, remember that the dice are like the rules. They’re a tool to help keep the action moving. At any time, you can decide that a player’s action is automatically successful, even if the DC would normally be somewhere above 20. By the same token, a bad plan or unfortunate circumstances can transform even the easiest task into an impossibility.
The dice are neutral arbiters. They come into play when success and failure are far from clear. Think of them as impartial judges, ready to dispense a yes or no answer based on a character’s bonus and the DC you have selected. The dice don’t run the game. You do.DM guidelines wrote:You determine how many magic items characters can find in your adventures. The game does not assume that characters need them to succeed. Magic items, when found at all, simply make PCs better.
Thus, you can add or withhold magic items in your adventures as you see fit. Being somewhat stingy with magic item placement, especially at lower levels, means that players will appreciate such items all the more when they find some.
- OgreBattle
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I'm blaming shadzar for all this.
Didn't he claim he got Mike Mearls to make some changes? This really sounds like typical shadzar bullshit.
Didn't he claim he got Mike Mearls to make some changes? This really sounds like typical shadzar bullshit.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
- deaddmwalking
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This actually sounds almost exactly like the shit that people were spouting in a certain thread over at thRPGsite. So it may well have been shadzar or some other "play the game and not the rules" preachers that he could be listenin' to.ishy wrote:I'm blaming shadzar for all this.
Didn't he claim he got Mike Mearls to make some changes? This really sounds like typical shadzar bullshit.
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I'm blaming shadzar for all this.
Didn't he claim he got Mike Mearls to make some changes? This really sounds like typical shadzar bullshit.
I can't find the original post, because searching for it gives me someone's sig and I'm too lazy to sift through the results.shadzar wrote:Actually i ahve talked to Mearls a few tiems and changed some of HIS ideas about what D&D is/was, and inspired a few L&L articles.
Random thing I saw on Facebook wrote:Just make sure to compare your results from Weapon Bracket Table and Elevator Load Composition (Dragon Magazine #12) to the Perfunctory Armor Glossary, Version 3.8 (Races of Minneapolis, pp. 183). Then use your result as input to the "DM Says Screw You" equation.
- nockermensch
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Can we start calling D&D Next "Shadzar's Edition" now?
@ @ Nockermensch
Koumei wrote:After all, in Firefox you keep tabs in your browser, but in SovietPutin's Russia, browser keeps tabs on you.
Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.
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- Duke
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Oh my god I'm dyingZaranthan wrote:Crashing through the night
Comes a fearful cry
Shadzar! Shadzar! Shadzar! Shadzar!
Grognard of the night
Nonsense taking flight!
Shadzar! Shadzar! Shadzar! Shadzar!
No where to run
No where to hide
Panic spreading far and wide
Who can turn the tide?
Nobody. Abandon all hope.