Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts

Tuesday, June 12, 2012

D&D Editions as Rock Groups

Have to say, the more I work my way through the new ruleset for the D&D Next playtest, the more I like it. Particularly liked the statement of purpose near the beginning to the effect that this playtest's goal was to find out whether these rules support the style of play each individual group favors. A decade or so ago the idea grew up that D&D players are monolithic in their likes and style of play, which is self-evidently not the case. The new edition's embracement of the diversity of their audience shows their head and heart are in the right place: a good sign.

Meanwhile, as I've been reading through the adventure and planning out customizations to make things more interesting (I hope) and certainly less predictable for my players (all of whom have played through this adventure at some point in the past -- some of them multiple times), I've been mulling over ways to characterize the different editions of AD&D that got us here so far.
So, how's this for an analogy?

1st Edition: The Beatles

2nd Edition: The Eagles

3rd Edition: Journey or Jefferson Starship

4th Edition: Duran Duran

5th Edition: ???


There was plenty that came before 1st edition, of course: think of that as analogous to early Elvis Presley, the Everly Brothers, Little Richard.*

Also, by "Edition" I don't just mean the core rulebooks but the whole of what was published under that rubric. Thus '1st edition' includes the PH and DMG but also T4. Temple of Elemental Evil, G1-3. Against the Giants, &c.; '2nd edition' includes the RAVENLOFT and al-QADIM campaign settings and adventures like DRAGON MOUNTAIN and RETURN TO THE TOMB OF HORROR; 3rd edition includes 3.5, and so forth.

Ideally, from my point of view, 5th Edition would turn out to be a Coldplay rather than a Lady Gaga or Eminem.

--John R.


*essentially, all the music Don McLean celebrated in "American Pie" [1971]


Monday, June 4, 2012

D&D Next

So, yesterday I signed up for the D&D 5th edition (now dubbed "D&D Next") playtest and downloaded the playtest packet.

First observation: no character generation rules, just five sample pregenerated characters.

Rateliff's Rule #1: Without character generation rules, it's not an rpg.

That's not a fatal flaw in this case, since this isn't an rpg: it's a playtest document. It's more akin to a crash test dummies car, as opposed to a roadster or sportscar, something you cd actually drive: i.e., designed to find out how certain things will happen in certain circumstances and make adjustments accordingly.

That said, haven't gotten too far in the rules yet, but there's a lot to like here. The characters provided come from the four traditional D&D classes: Cleric, Fighter, Wizard (e.g. Magic-User), and "Rogue" (as they're still calling the Thief)-- and four traditional races: human, dwarf, elf, and halfling.* The six traditional ability stats are all here, and used for more or less traditional applications.**

Two new things so far:
(1) Hit points now equal your Constitution score plus a die roll based on yr character class: d8 (Cleric), d12 (Fighter; an inflation from the traditional d10), d4 (Wizard), and d6 (Thief).

Based on the pregen characters, they've assigned a default value of half for each 'die roll' (e.g., the Fighter has Con 14, a d12, and 17 hp [14+ (0.5x12)=17]), but to their credit the rules are firm on rolling for hp rather than assigning a maximum or average, with a reasonable back-up rule in case you roll really badly. They deserve a thumb's up for that.

So, these rules preserve the long tradition of hit point inflation from edition to edition, but in a whole new and rather interesting way. Don't know if I like it yet --the end result looks to be that characters basically start out at the equivalent of third level so far as hit points go yet with essentially first level abilities -- but they're to be praised for restoring a random element in 1st level hit point generation, which reduces the sameness of too many characters being too much alike in stats.

Rateliff's Rule #2: Randomness makes for a better game; predictability for a diminished one.


(2) the 'Advantage/Disadvantage' rule is new, so far as I can tell (if there was something like this in 4e I certainly missed it). It's another interesting idea, but completely unlike D&D. So, better than the myriad bonuses and penalties that have plagued the system since shortly after 3e debuted, but not quite in keeping with the 'look and feel' of D&D tradition; have to see if its utility overcomes that. I suspect in my own game I'd just drop the advantage/disadvantage rule altogether and leave it up to DM discretion.


Finally, perhaps the best sign of all is the adventure they've provided for the playtest: THE CAVES OF CHAOS, the dungeon-delving section of B2. KEEP ON THE BORDERLAND. This represents a nod to shared experience, since more people have played this adventure than any other D&D adventure ever published: the quintessential dungeon crawl with a workable dungeon ecology and rationale to go with it. I got to write the sequel adventure (RETURN TO KEEP ON THE BORDERLAND) as part of the 'Silver Anniversary' series back in '99, so it's a setting that I have a particular interest in.

Now if I cd only find a gaming group to playtest with (both the groups I signed up with petered out back in February): I already have some wicked ideas of things to throw at them.

--JDR
current reading: D&D NEXT Playtest Rules


*as opposed to, say, the furries with tails and horns that had come to dominate the player character races section of the D&D PH.

**though I'd shift things like jumping a chasm from Str. to Dex.; perhaps less realistic but seems a better intuitive fit (as it stands, the big burly fighter can make that leap but the nimble acrobatic thief cannot).