Monte Cook IS working on 5th edition...

General questions, debates, and rants about RPGs

Moderator: Moderators

Dog Quixote
1st Level
Posts: 42
Joined: Tue Jul 12, 2011 2:21 am

Post by Dog Quixote »

Lago PARANOIA wrote:
Most of this stuff is only of sperglords like me. Most people won't even notice the class imbalance because 4th Edition D&D is actually pretty easy if you know what you're doing. The only possible source of challenge is at levels 1-5 if you don't have more than one healer class per five party members and you're on an extended workday.
Very True. The group I was playing in was completely unoptimized and the DM still had to practically double the number the recommended monsters and use monsters several levels higher.

And that was before I realized that my defender was pretty much useless because we had no one who actually needed defending and rebuilt him as a Bravura Warlord. A 4E party with two warlords can pretty much blow the system apart.
Last edited by Dog Quixote on Sun Nov 20, 2011 7:38 am, edited 1 time in total.
User avatar
OgreBattle
King
Posts: 6820
Joined: Sat Sep 03, 2011 9:33 am

Post by OgreBattle »

Was the DM a pretty tactically minded person though?
Swordslinger
Knight-Baron
Posts: 953
Joined: Thu Jan 06, 2011 12:30 pm

Post by Swordslinger »

Monte's latest article is up.

http://www.wizards.com/DnD/Article.aspx ... l/20111122

Now he's advocating going back to 2E style exception based rules instead of attacks of opportunity.

This stuff just shows how terrible of a designer Monte is.

Seriously, why do people like this guy?
CapnTthePirateG
Duke
Posts: 1545
Joined: Fri Jul 17, 2009 2:07 am

Post by CapnTthePirateG »

Swordslinger wrote:Monte's latest article is up.

http://www.wizards.com/DnD/Article.aspx ... l/20111122

Now he's advocating going back to 2E style exception based rules instead of attacks of opportunity.

This stuff just shows how terrible of a designer Monte is.

Seriously, why do people like this guy?

Looking at it, I have this to say.

STOP WITH THE FUCKING COMPLEXITY DIAL ALREADY! Look, this is just going to make it harder to standardize the rules between groups. 3rd edition kicked ass because it finally had 1 set of rules to rule them all (no pun intended). Now this sucks.

And exception based AoOs are stupid.
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
Image
User avatar
hogarth
Prince
Posts: 4582
Joined: Wed May 27, 2009 1:00 pm
Location: Toronto

Post by hogarth »

Swordslinger wrote:Monte's latest article is up.

http://www.wizards.com/DnD/Article.aspx ... l/20111122

Now he's advocating going back to 2E style exception based rules instead of attacks of opportunity.
So instead of saying "you get an attack of opportunity" in ten places and explaining how an attack of opportunity works in one place, it's better to explain how attacks of opportunity work in ten places?

Uh...no.
Winnah
Duke
Posts: 1091
Joined: Tue Feb 15, 2011 2:00 pm
Location: Oz

Post by Winnah »

I honestly think he was rifling though his stuff and found that picture of the imp with the lame caption. He then decides to base an article around it for some reason.

Rules to be presented when needed
Complexity to equate to PC level
The ability for a game to determine it's own level of complexity

Poll questions like those make me despair for the future of D&D. Reading the comments section of that article simply made my head hurt. Masturbation would have been a more productive use of my time.
User avatar
Josh_Kablack
King
Posts: 5318
Joined: Fri Mar 07, 2008 7:54 pm
Location: Online. duh

Post by Josh_Kablack »

Urrrr, doesn't a game group already have the ability to determine it's own level of complexity ? Is Monte just assuming that his readers will always play the current version of D&D and have never thought of "choosing a game system" or did I miss something ?
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
ModelCitizen
Knight-Baron
Posts: 593
Joined: Fri Sep 23, 2011 3:53 am

Post by ModelCitizen »

If you have to be level 5 to use special attacks than all my games have to start at level 5 and if you don't like grappling your game has to end at level 4. Fuck that. How about instead I use the special attack rules at level 1 and you don't have to use them ever. Wasn't that last week's column?

WotC spent seven years writing feats that become traps as soon as you get iteratives. And then Paizo did it some more. Splat writers are going to assume the combat engine works exactly one way (in 3e, about level 5 combat). If AoOs don't happen in early levels, the game will be full of melee abilities that provoke unavoidable AoOs and the writers will have no idea it's a problem.
User avatar
tussock
Prince
Posts: 2950
Joined: Sat Nov 07, 2009 4:28 am
Location: Online
Contact:

Post by tussock »

Yeh, yet again, groups don't need to choose their own level of complexity if each player can choose their complexity via class choice. Then we can all play the same game at the same table; there are no "different groups", just some that lean toward simple Barbarian and Warlock types, while others lean toward Warblade and Wizard types.

But in general, it's nice if the game as a whole gets a little more complex at higher levels. So that we can avoid high level play being the same as low level +10.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
ModelCitizen
Knight-Baron
Posts: 593
Joined: Fri Sep 23, 2011 3:53 am

Post by ModelCitizen »

New thing: http://www.wizards.com/DnD/Article.aspx ... l/20111129

Resolving an attack action takes i seconds.
Resolving a move action takes j seconds.
Figuring out who is next in initiative order and getting them to start their turn takes k seconds.

If you can move and attack in one turn, resolving "I run up and hit the orc" takes i+j+k seconds.
If you can move or attack in a turn, "I run up and hit the orc" takes i+j+2k seconds.

For all values of k > 0, the second way takes more time and this article makes no sense.
User avatar
hogarth
Prince
Posts: 4582
Joined: Wed May 27, 2009 1:00 pm
Location: Toronto

Post by hogarth »

The suggested idea that any movement should take up your entire turn is terrible. 'Nuff said.
CapnTthePirateG
Duke
Posts: 1545
Joined: Fri Jul 17, 2009 2:07 am

Post by CapnTthePirateG »

And thus did melee classes get boned again.
OgreBattle wrote:"And thus the denizens learned that hating Shadzar was the only thing they had in common, and with him gone they turned their venom upon each other"
-Sarpadian Empires, vol. I
Image
Pseudo Stupidity
Duke
Posts: 1060
Joined: Fri Sep 02, 2011 3:51 pm

Post by Pseudo Stupidity »

What the fuck is up with Monte and stupid pictures with unfunny captions?

God, he can't make rules or jokes. Why does anyone think this person is a good designer? He spews more retarded shit than a sperg with cholera.
Last edited by Pseudo Stupidity on Wed Nov 30, 2011 3:24 pm, edited 1 time in total.
User avatar
hogarth
Prince
Posts: 4582
Joined: Wed May 27, 2009 1:00 pm
Location: Toronto

Post by hogarth »

CapnTthePirateG wrote:And thus did melee classes get boned again.
I look forward to a combat with five hundred consecutive turns of:
"I run to the other side of the table."
"The orc runs after you."
"I run to the other side of the table."
"The orc runs after you."
"I run to the other side of the table."
...
Seerow
Duke
Posts: 1103
Joined: Sun Apr 03, 2011 2:46 pm

Post by Seerow »

CapnTthePirateG wrote:And thus did melee classes get boned again.
This was my first thought as well. Unless "Charge" becomes a single action (I think 4e made it a standard action).
User avatar
tussock
Prince
Posts: 2950
Joined: Sat Nov 07, 2009 4:28 am
Location: Online
Contact:

Post by tussock »

The idea would work better as two actions per round. Two attacks, one move and one attack, one spell and one attack, two spells, whatever. Still makes moving a terribly weak option unless your ZOC is suitably awesome, and you have to halve the power and double the number of spells, but whatever. Workable. Likely make 4e's 50 ways to "attack + push" powers a bit more concise in presentation.

Ooh, maybe you could get two different actions per round. Go-go super-clerics.

One action per round isn't good though, because every action has to include some amount of optional movement and you may as well stick with a move and an action.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
Swordslinger
Knight-Baron
Posts: 953
Joined: Thu Jan 06, 2011 12:30 pm

Post by Swordslinger »

CapnTthePirateG wrote:And thus did melee classes get boned again.
It's Monte. Is anyone really surprised by this? He hates melee classes.
ModelCitizen
Knight-Baron
Posts: 593
Joined: Fri Sep 23, 2011 3:53 am

Post by ModelCitizen »

tussock wrote:The idea would work better as two actions per round. Two attacks, one move and one attack, one spell and one attack, two spells, whatever. Still makes moving a terribly weak option unless your ZOC is suitably awesome, and you have to halve the power and double the number of spells, but whatever. Workable. Likely make 4e's 50 ways to "attack + push" powers a bit more concise in presentation.

Ooh, maybe you could get two different actions per round. Go-go super-clerics.

One action per round isn't good though, because every action has to include some amount of optional movement and you may as well stick with a move and an action.
Doesn't Rogue Trader/Dark Heresy do that? Every round you get two "half actions" that can't be the same thing. Keep in mind I don't know anything about Rogue Trader. I saw it in Dungeon: the Dragoning and assumed it was some 40k thing because all the examples involved bolters.

Two actions but only one attack would probably work better for D&D though and that's really just Standard + Move.
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

Two actions but only one attack could be attack + casting.
But casters dont need more power (if its remotly like 3.D)...
echoVanguard
Knight-Baron
Posts: 738
Joined: Fri Apr 01, 2011 6:35 pm

Post by echoVanguard »

tussock wrote:The idea would work better as two actions per round. Two attacks, one move and one attack, one spell and one attack, two spells, whatever.
This is what our system does, with the caveat that you can't perform the same action twice on the same turn. For example, you can cast two spells, but they must be two different spells, or the same spell with different targets. Similarly, if you're attacking, you can't use the same combat technique on the same target twice.

echo
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

If "charge" is a single action that requires you to not already be engaged, then melee characters might avoid getting screwed with a razor cock. Indeed, if people couldn't 5' step out of melee and then cast, melee lock-down would be a lot more achievable.

-Username17
sake
Knight
Posts: 400
Joined: Fri Mar 07, 2008 7:54 pm

Post by sake »

Always assuming that they remember to make every melee class actually able to charge in 5E.

They didn't do so hot a job of that in 4E...
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

sake wrote:Always assuming that they remember to make every melee class actually able to charge in 5E.

They didn't do so hot a job of that in 4E...
Yeah, the "every rule you need for every class is contained in that class" idea was stupid. Not only does it lead to a whole fuck tonne of contradictions where the rules of one thing are incompatible with the rules of another, but it also leads to just plain missing rules. Classes straight up don't end up with rules that cover everything.

3E's high level function calls had problems, but at least they worked at all.

-Username17
Red_Rob
Prince
Posts: 2594
Joined: Fri Jul 17, 2009 10:07 pm

Post by Red_Rob »

FrankTrollman wrote:If "charge" is a single action that requires you to not already be engaged, then melee characters might avoid getting screwed with a razor cock. Indeed, if people couldn't 5' step out of melee and then cast, melee lock-down would be a lot more achievable.

-Username17
Funnily enough, we instituted this house rule on round 2 of our first ever 3rd edition combat.

"I charge the archer to lock him down!"

"He steps one square back and shoots you in the face!"

":sad:"

We ruled that drawing a bead or preparing a spell couldn't be done after a 5' step pretty much immediately.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

Try our fantasy card game Clash of Nations! Available via Print on Demand.

“Those Who Can Make You Believe Absurdities, Can Make You Commit Atrocities” - Voltaire
Seerow
Duke
Posts: 1103
Joined: Sun Apr 03, 2011 2:46 pm

Post by Seerow »

We ruled that drawing a bead or preparing a spell couldn't be done after a 5' step pretty much immediately.
Doesn't that pretty much invalidate the point of the 5ft step? Sounds like you turned it into a withdraw action that only gets 5ft of movement instead of half your move speed.
Post Reply