Showing posts with label DnD Next. Show all posts
Showing posts with label DnD Next. Show all posts

Sunday, 23 March 2014

D&D Next has crappy monster design

Dominic Matte
I had an argument a conversation on reddit today that really helped me solidify what I don't like about
Next / 5e's monster design. In one word, it's boring. It lays the work of building interesting combats solely on the DM when the monster stats should be doing at least half the work. There's some potential, but it's not being used properly.

Let's use black dragons as an example. I'll compare a 4th edition black dragon with a 5th edition dragon. Before I get started, I'll point out that yes, Next is still only in playtest; the point was to get the rules down and then focus on the extras. If monster stats end up being improved, just take this article as an examination of what makes a good monster stat block and what doesn't.

Sunday, 27 May 2012

D&D Next: some thoughts

Dominic Matte

I've finally managed to get my hands on a copy of the D&D Next playtest materials, and they're definitely interesting. Before collecting my thoughts on the rules as a whole, I'll just go through some points that caught my interest as I read through. This is pretty much just a random collection of things that crossed my mind as I read the documents. I'll put together something more organized and collected soon.

Friday, 20 April 2012

D&D Next: Class Variety

Dominic Matte
The D&D Next discussions of character creation that introduce theme and background are excellent, and look like they'll really help create some interesting and unique characters on a fairly level playing field. There are a few concerns for balance, but that's not what I want to talk about here.

There have been some rumblings that seem to imply that the designers think that theme and background choices can fill in for certain classes, keeping the number of core classes small.

This can't happen!

Wednesday, 11 April 2012

Why I Like Grid-Based Combat and What's Needed in D&D Next

Dominic Matte
I'm a huge fan of full-on tactical grid-based combat in D&D. I know that some people don't really care how combat plays out, and some are against using a battle grid and prefer the 'theatre of the mind', but I like grids and I'm going to tell you why.

I started playing D&D with 3rd edition. This is probably a huge part of the reason why I prefer grids. In 3e, the range of attacks and spells were all listed in feet, as were speed values. Grid-based combat was recommended, but not assumed or mandatory, so I didn't use it at all in my early games.

Problems started to arise when my players decided to fight tactically. For example, the wizard wanted to maximize the effectiveness of his fireball, so he had to know how many monsters were within the blast radius. As another example, the enemy troops were equipped with shortbows, so the player characters, with their longbows and magic missiles, could outrange them - but they also had to know exactly where the cavalry was at any given time to know if they had to back up or not. We all had a really hard time keeping track of the exact positions of every creature on the field, so we started using rough sketches.

Friday, 6 April 2012

D&D Next: "Beyond Class & Race"

Dominic Matte
To summarize: Wizards wants to simplify character creation down to only 4 choices, while still allowing the complete customization that veteran players know and love. Those choices are race, class, theme, and background.


Background is a set of skills and knowledge based on your character history; for example, the thief background gives you Pick Pocket, Stealth, Streetwise, and Thieves' Cant, while the soldier background gives you Endurance, Intimidate, Survival, and an extra language.


Theme is your class specialization, or how you do things - melee or ranged fighter, for example. These sound like 4e's builds.