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2012-01-10, 02:20 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
And again, what you're asking for is more information than will ever be needed in the case of 99.99% of NPCs. You are asking for a DM to have an entire statblock for every minor NPC, which is something outrageous to demand. If you enjoy playing that way, that's fine, but it isn't the way the game at its core should be designed.
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2012-01-10, 02:21 PM (ISO 8601)
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Re: D&D 5th Edition makes the New York Times
It may be a money grab, but at least be optimistic about it. I can see D&D dying if they don't manage to get the entire fanbase behind them. Look at it: 4e probably isn't making a huge profit (if a profit at all). 3.5? Too many people left 3.5 to go to 4e, so if they tried to print new 3.5 books there wouldn't be enough players left for them to make a profit. Their only hope is to put forth a new edition and have everyone rally to their cause.
It's also in our best interest. Yes, more games mean more fun. But - those games could find themselves of closing down and without us getting any more if the flagship game of them all can't even turn a profit.
So look at this optimistically. Is it a money grab? Of course. WotC is a business. But as a customer we have to hope they are successful.Thank you Ceika for the wonderful Avatar avatar!
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2012-01-10, 02:22 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
Mechanics like that are great ... if you're releasing a world, or an adventure. Not if you're releasing a game system that is supposed to be used to create stories in many different settings and worlds.
Personally, I think the Core magic system should be as "flavorless" as possible. Then, within individual campaign settings, they should spruce it up with minor mechanical boosts that abstractly turn it into something flavorful (a la Binding).
But then, I'm the guy that also keeps saying they should drop the Monster Manual as a "Core" component, and let new monsters be a big part of the "crunch" released in various campaign settings ...You can call me Draz.
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2012-01-10, 02:29 PM (ISO 8601)
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Re: D&D 5th Edition makes the New York Times
The problem is not making a profit. It is making enough profit. That is an advantage that smaller companies have in terms of keeping a game going. Paizo will be happy just to make a profit. Hasbro wants you to make $50 million in profit and have it get up to 100 million in a time frame. That is crazy for a RPG game. With D&Di I am thinking they make a profit but even if you are making a profit unless you make a BIG profit Hasbro will still call you a failure and force modifications.
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2012-01-10, 02:38 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
Have you seen how WoD does it? Most non-combat NPCs have a description, and a block of how many dice they have on skills they're notable for.
For example: You don't need full stats for some stoned deadbeat in an alley, because he'll give in to threats, he won't fight back and he doesn't know any computer science. What he does know is the street and his block specifically (Streetwise 5, +1 in his locale), drugs (Medicine 2, +3 Narcotics, +3 Hallucinogens) and the police (Politics 1, +3 Police). Summarizing his entire character only takes three stats, because that's the extent of his usefulness.
A master smith is no different. Give him Craft (Arms and Armor) +20 (or whatever number system you're using). Give him Geology +10 (+20 for metals), Trade +10 (+15 selling armaments) and Military History +15 because he knows about trades that are directly related to his. If he's exceptional at catching lies, that's an element of his character — give him Sense Motive +15. If you know he watches the History Channel give him History +10. All of this can be done much more easily then giving him a full stat-block, and is just as complete a process. And outside of his work and any relevant character details, you don't need to know anything else.Originally Posted by KKL
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2012-01-10, 02:42 PM (ISO 8601)
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2012-01-10, 03:03 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
I don't really think the system needs to provide these simplified statblocks though. They're going to be different depending on what you as a DM expect the players to do. Besides, they're simple enough to create. As long as the game has sufficiently distinct subsystems, you can just do the creation work for the abilities you expect the creature to actually use in combat and leave the rest of it out. Some guidelines on that might be useful, but it doesn't need to be built in to the rules themselves.
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2012-01-10, 03:27 PM (ISO 8601)
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Re: 5th Edition hopes?
Digo, check out FantasyCraft. It kinda works like that and is a d20 clone..ish.
Personally?
- Classes that feel unique.
- Archtypes and Kits anything to cut down the number of base classes but allowing for more customization.
- Feats/Ritual/Powers getting folded into a unifed set of abilties for classes.
- Do away with the need for a grid. (imporant for online play)
- Understand the flavor differences between melee and casters, arcane and divine, and tactics vs skills.
- A more robuse use of skills and out of combat activity.
- NO DUMP STATS
- NO ROADBUMP FEATS
And I'm more more later.Last edited by TheLoneCleric; 2012-01-10 at 03:35 PM.
Running games in the Space Coast, FL area. Looking to play? Drop a line.
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2012-01-10, 03:32 PM (ISO 8601)
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Re: D&D 5th Edition makes the New York Times
On the paizo forum, some people said that published adventures are a very major part of RPGs. Wizards did publish only few adventures for 3rd Edition, but that never had a real impact because other companies created tonnes of adventures that kept the players happy. With 4th edition, wizards published even less adventures and this times there were only very few third party publications that could have satisfied this demand.
Since I neither used published adventures or 4th Edition, I can't say much about that but it is an interesting though.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
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2012-01-10, 03:47 PM (ISO 8601)
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Re: 5th Edition hopes?
It's a popular suggestion, but does anyone really expect the grid to disappear? Battlemats help sell minis.
If you like what I have to say, please check out my GMing Blog where I discuss writing and roleplaying in greater depth.
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2012-01-10, 03:57 PM (ISO 8601)
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Re: 5th Edition hopes?
Then make it optional.
If I want to buy a tactical mini's game I will.
I don't, but you get my point. (I hope.)Running games in the Space Coast, FL area. Looking to play? Drop a line.
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2012-01-10, 04:02 PM (ISO 8601)
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Re: 5th Edition hopes?
Last edited by gkathellar; 2012-01-10 at 04:03 PM.
Originally Posted by KKL
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2012-01-10, 04:03 PM (ISO 8601)
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Re: 5th Edition hopes?
I do get your point and I agree with you that optional mapping is ideal. But I expect WotC won't do this. They'd rather say everybody must buy minis than let you think you can escape without paying the mini tax. (While I enjoy their games, I'm not a big fan of WotC as a company and I'm probably more cynical about this than I have to be.)
If you like what I have to say, please check out my GMing Blog where I discuss writing and roleplaying in greater depth.
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2012-01-10, 04:10 PM (ISO 8601)
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2012-01-10, 05:00 PM (ISO 8601)
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Re: 5th Edition hopes?
Honestly, the biggest thing that would help would be a system with more layers of complexity. Not more complexity. 3.5's problem was that it required complexity and thus needed a large learning curve and a bunch of extra work to keep it running. 4e's problem is that it doesn't have enough complexity, and advanced players can start being bored. Create a system where there is a base rule set and several optional rule sets. The base system creates simple, well-balanced characters with fairly few rules. If you want more rules for diplomacy, or combining classes, or whatnot, there's a rule set for that - but if you don't, it's not an integral part of the system.
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2012-01-10, 05:04 PM (ISO 8601)
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Re: 5th Edition hopes?
I can get behind this.
You know what REALLY torques me off about D&D minis? The whole stupid "random" pack crap. My friends that actually have them are all just jumbled up crap, It's like "this thing here that looks like A is actually Q." If you're not going to be able to have what it looks like, just use pennies. If you're just going to use pennies, there's no need to waste money on minis.
edit:
I'm seeing a lot of things like this. There's a problem with just "adding on" complexity. It's called "Companion II" in Rolemaster Classic. If you're using it you suddenly have 3-4 times as many skills, with some skills being broken down into 20 different skills (perception) and things that had been free now costing points (Power Point Development). Yet you're still sitting on the same amount of character resources you were prior, turning your character into a 3.5 fighter.
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2012-01-10, 05:08 PM (ISO 8601)
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Re: 5th Edition hopes?
THIS. I tried to get into using minis back in 3E, but I couldn't actually get a hold of the ones I wanted, so I stopped. Maybe if it hadn't been a stupidly transparent MtG-esque scheme to get my money I would actually have been willing to give them a lot more of my money.
Originally Posted by KKL
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2012-01-10, 05:16 PM (ISO 8601)
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Re: 5th Edition hopes?
I don't think minis help the revenue figures enough to justify requiring a battlemat for the rules to have any application. Really, apps would outsell any miniatures line easily in today's market, and is definitely something they need to invest in. D&D and software haven't gotten along recently in the past, but that was because the software was sub-par, not because of anything inherent about D&D.
I want to be able to play any archetype and have an interesting degree of options available to me, both in combat and out. Sometimes I want to be a sword-for-hire or a retired infantryman, but I want to have combat options beyond "hit monster A or monster B for damage + slide." I think a lot of out-of-combat utility should be separate from class.
I agree with Seerow that classes should be able to cover multiple roles. I would suggest that abilities are separated into lists reflecting different roles within each class, with some generics which are non-role-specific. From these lists, PCs will make a build of 6-10 abilities. So long as you are not surprised, you can choose whichever build (fluffed as "stance" or "school of magic" or whatever else) you want to begin a battle. Swapping builds would require a standard or maybe even full-round action to refocus.
So, for instance, within the Fighter archetype you would have Marauder which is a Striker role, replete with Striker abilities, and a Guardian, which is a Defender role. The ability to switch roles mid-combat in response to changes in party make-up (when your Rogue goes down or what-have-you) and enemy tactics allows you to play the role you prefer while not enslaving your character concept to it. It actually reduces the number of abilities you have to keep track of at any given time (instead of having 20+ powers, you have three builds of 6-10 powers, with some overlap, and you know what each build does), while maintaining concept flexibility for characters. With that in mind, I would suggest slightly more generalized classes which mostly determine the mechanics being used, and then archetypes being a combination of role and class. Or vice versa.
External to that, I'd like Professions, or out-of-combat bundles. If I'm an athlete, I get +3 to all athletic checks, and some nifty ability or two that I can't think up at the moment. Tracker/Ranger (Track, search, possibly Perception), Smith/Merchant (Appraise, craft, Engineering), Diplomat/Scoundrel (Diplomacy, bluff, etc.), Burglar (Stealth, Appraise), Scholar (History, Knowledge, Spellcraft), Medic (Healing, Knowledge), etc. These could either be one or two-time purchases like a feat tree (+3 bonus the first time, +6 the next, one ability each time, maybe a third for +9/10 and a capstone ability), or be small, self-contained secondary classes that you pick once every third level or so. Other than that you assign, like, 1-3 skill points per level, just so there's some granularity for customization's sake.
These systems of progression are designed to be modular; you can replace the Professions System with pure Point-buy skills, or reduce skills entirely to Ability Checks; Classes and Archetypes can likewise be substituted with just playing a single archetype, or allowing players to use all of their class abilities together, not worrying about which lists or what stance/school it's from. On the simple side, there would be a default build for each role covered by that Class at different levels or something.
Then they need to seriously address the out-of-combat game. The Skill system has been plagued by poor implementation for several editions now, Skill Challenges being just the latest iteration. If combat is simplified to a 15-20 minute affair, then we can probably stand a little more crunch to some other aspects of the game. Stealth is an important one that needs attention, as is diplomacy, though the latter is significantly trickier than the former and I would completely understand if not much happened there. But dungeon exploration, environmental encounters, and chase scenes all also need to be included as 5-10 minute mini-games that everyone can contribute to and produce fun playing experiences/cool scenes for the story. Rolling all of them into one generic system may not work. You may need three; Stealth, Diplomacy, and Environment (including exploration and chase scenes).
Here's something I've developed, very rules lite for infiltration: You have a Static stealth score, like AC, it's just 10+Stealth (and whatever goes into Stealth). Every 10 feet (or whatever arbitrary distance works best) you have to move stealthily, you roll a die, and that determines what you encounter, be it a sentry, a locked door, some other environmental hazard, or nothing. If it's a locked door, then your lockpicker gets to work (automatic success if DC is 10+Disable Device or lower, roll if not), but if it's a Sentry, the Sentry makes a Perception check, and if said Perception check beats anyone's Stealth Class, they are detected, and the party has pretty much one readied action to silence him. If he successfully sounds the alarm but the party sneaks away, future Sentry encounters get a bonus on their Perception checks. Once this happens, one of the results on the die changes to "Discovered." If that is rolled, then the PCs can decide to either fight it out or run (initiating chase rules), or try and talk to them or however else they intend to deal with this possibility. Of course magic or abilities would allow you to re-roll a sentry's perception check, or otherwise modify this basic formula. Attacking a sentry who doesn't see you incurs a -6 penalty for an untrained sneak attack, no penalty for those who have the Sneak Attack ability.
That's about how I see Stealth working. It's not a whole lot of rolling, nothing too fiddly, with opportunities to use a small variety of skills, and everyone can sneak along with some degree of stealth.
Anyways, that's just for Stealth. Diplomacy's a whole different mess, and I have to go, so this is going to get posted a little pre-maturely.
tl;dr - Classes should be able to cover more than one role, though not necessarily simultaneously, separate in-combat and out-of-combat progression entirely, include simple mini-games for 5-10 minute (real time) stealth, chase, or environmental scenes. Diplomacy needs to have something, too, but it's a bag of worms so I understand if it doesn't get done terribly well.
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2012-01-10, 05:50 PM (ISO 8601)
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Re: D&D 5th Edition makes the New York Times
You are entirely right. And I am sure 4E is not making as much money as Hasbro wants, or else this would not happen at this time. But at the same time, my group refuses to use 3.5 any more, because we got tired of non caster classes becoming mostly useless after level 9 or so. (Your mileage may vary.)
So, we can't go back, only forward.
Incidentally, I and several members of my group are registered for:
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And will be playing in:
The D&D Special and Seminar area will be in a special fenced off area. You cannot enter this area without having a valid NDA on file. No exceptions. No cameras or recording equipment will be allowed without prior approval from BMG and Wizards of the Coast.
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Needless to say, I am looking forward to it.
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2012-01-10, 06:01 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
Its better than the 40 year old mechanic of spells per day crap. Its easier for new people to grasp, more new people = more money = more developement.
In addition, it scales much better than spells per day, and it follows the standard of rpgs since.. well the last 30+ years now.
If there is one thing d&d just got wrong, it was the way casters work.
So, yeah, give me mana bars.Path of the Nefarious: A Way of the Wicked Journal.
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2012-01-10, 06:18 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
Can I have a wish here?
I'd REALLY love a throwback to the "monsters from Earth's lore" that we used to have in 1E/2E. Lamia, Medusa, Phoenix, Roc, Harpy. Stuff that anyone who ever set foot in a Mythology class (and intended to be there) would recognize.
Am I the only one tired of buying a Monster Manual and having 14,000 creatures from "other planes of existence" who look like something I threw up after a drinking binge with eyes/mouths/ears/blood/arms plastered all over them higgledy-piggledy, and have to scour for the ones I used to remember, only to find that they won't be included until the next Manual comes out?
I mean, come on. When I buy a bestiary book, I actually want to be able to use the critters in them, not wonder what the hell the designers and staff artists were all smoking or injecting when they came up with them. Then again, I'm probably one of the only people in the world who still thinks that on a world full of people-ish creatures, people-ish creatures should pose the majority of the problems, not Cari'thex the Abjudorant from the 9 1/2th Dimension and his army of 500-nostriled servants.Currently wishing for MMO-style graphics designers to fall into his lap so that his homebrew world can be sent out to the masses.
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2012-01-10, 06:31 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
Originally Posted by KKL
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2012-01-10, 06:37 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
I think Vancian casting is very fluffy. It provides its own fluff right there in the mechanic. The wizard spends an hour contemplating whta spells he will need that day. He is a planner and a strategist. He then casts the spells almost to completion. He needs preparation, as magic is not natural and inborn to him. He stores those spells in head.
I just think the entire idea of a mage trapping pre-constructed magical templates in his head is wonderfully creative and miles above any "you have five gallons of magical energy left" mechanic.Resident Vancian Apologist
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2012-01-10, 06:39 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2012-01-10, 06:50 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
I can appreciate the appeal and the internal logic of Vancian casting, however, I don't want it to be the default magic mechanic. I would make it an optional class feature which lets you successfully cast spells you have prepared, bypassing whatever activation roll or whatever else is required of casting non-prepared spells. It would not be the entirety of your magic work for the day.
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2012-01-10, 07:03 PM (ISO 8601)
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Re: 5th Edition hopes?
Actually, it's more a commentary on some others here hoping 5E would have it.
Yeah, how dare players know stuff! Who do they think they are, feeling entitled to know about the world? They must forever be weakling ignoramuses because only the Almighty Holy Il Duce Ayatollah Fuhrer DM should have any PWER!Last edited by navar100; 2012-01-10 at 07:06 PM.
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2012-01-10, 07:10 PM (ISO 8601)
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2012-01-10, 07:12 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
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2012-01-10, 07:17 PM (ISO 8601)
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Re: [3.5/PF/4.0] 5.0 in the News
Originally Posted by KKL
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2012-01-10, 07:32 PM (ISO 8601)
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Re: D&D 5th Edition makes the New York Times
I don't get it, why did this thread get moved to "Other Systems" while the other 4 5e threads are still in the Roleplaying Games section, and Legend is still in the 3.5 section?
Last edited by Seerow; 2012-01-10 at 07:32 PM.
If my text is blue, I'm being sarcastic.But you already knew that, right?