Sep 212012
 

What a great D&D Next weekend! I DMed two games last weekend: my son’s “solo” D&D game and the first part of an ongoing “Reclaiming Blingdenstone” campaign. The latter is part of a mini-campaign I’ll be running every other weekend until Halloween or so.

That I am only now getting around to blogging about them is tragic, but the by-product of a long, busy week. But both games went well, and I’m looking forward to telling you about them both. I’ve written up my son’s game below. I’ll get to the second game later today (probably tonight). Continue reading »

Sep 152012
 

Filled out the new D&D Next survey last night. I had a few things to say in the “additional comments.” Among them:

  • Dual Wield (and to a lesser extent Rapid Shot) sucks because of the “halve all damage.” Makes it useless against a single target, corner-case against multiple targets.
  • Warlock and Sorcerer felt like a “gimme” to complaining 4E fans, weren’t ready for public playtest yet (especially the Sorcerer). Evidence: their abrupt inclusion a week after the rest of the playtest packet went out.
  • Zombies are pathetic, and need “mob tactics” at least (and maybe some resistance, like against bludgeoning damage).

I think it was interesting how it was focused — much better than the last “second” survey about spell flavor. Hopefully, it will result in positive change in the next playtest iteration.

In the meantime, I am in full prep mode for tomorrow’s D&D Next campaign! Continue reading »

Anticipation

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Sep 062012
 

When I wrote up my son’s latest D&D Next adventure yesterday, I completely forgot to include this picture. It’s what Daniel wrote on the battlemat after we finished playing, when I told him he’d have to wait until another session to find out what was up with the mysterious amulet Kai and Wergus found in the desert temple.

Gotta love it. He’s clearly looking forward to another session, and I’m more than happy to give him one. So glad to be introducing him to D&D!

Kai In The Bright Desert

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Sep 052012
 

Just add bow & arrow, and subtract ninja-ness.

Long time, no see! After a grueling couple of weeks that included not just one but TWO plumbing-related floods in my basement, I have finally got back around to the business of playtesting D&D Next. I have a regular bi-weekly game starting up in September. In fact, it was supposed to begin on Labor Day weekend, but that got scuttled, so we’ll begin on the next go-around.

In the meantime, in the past week my son Daniel and I sat down to get some game on. Here’s how things went. Continue reading »

Balance vs. Symmetry

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Aug 232012
 

I finally got around to listening to some of the panel recordings from last weekend’s Gen Con (thanks, The Tome Show!). And something that was said during one of them really struck me. The “thing” in question was said by Jeremy Crawford about 40 minutes into the D&D Next Creating the Core panel. Here’s what he said:

The danger of following a notion of balance too dogmatically is that balance very quickly, if you’re not careful, morphs not into balance, but into symmetry, which isn’t actually the same thing; and that kind of balance, at its worst, makes everything identical. And you’ll see this sometimes in games, where it’s like, “Well, the name of what my wizard is doing is different from the name of what the fighter is doing, but if I look at the effects, they’re exactly the same thing.”

We feel that in a class-based game, a class should actually have something that it does that other classes don’t do, because that is a part of the genius of class-based design that has been in D&D from the beginning; and that is, when you pick a class, in a way you’re picking a new game experience. We want it to be so that, when you’re playing a cleric, you feel like you’re playing a slightly different game than when you’re playing a rogue.

While he doesn’t come out directly and say “This was the problem with 4E,” I think he was definitely implying it. And it’s a great articulation of what I and many others felt was a problem with the edition — why it “felt like an MMORPG” or “didn’t feel like D&D” — but much better articulated in game design terms. I’m going to keep this statement in mind the next time I see people complaining that D&D Next has done away with the AEDU Powers system.

Aug 212012
 

Last week I attempted to determine whether the D&D Next wizard is more powerful than the D&D Next fighter, and concluded was that the wizard is not necessarily better; instead, he’s flashier, with more opportunities to have a moment in the spotlight. I concluded that some changes are needed to both classes.

There’s already changes in the plyatest pipeline for the wizard (these “traditions” Mike Mearls spoke of at GenCon), and I think the wizard is already in a good place, so I’ve been brainstorming how to make the fighter a more dynamic, more spectacular. I started talking about this on Twitter, and in the end came up with a pair of changes that really improves the fighter dynamics without making him overpowered. In a nutshell: the fighter should begin the game with five maneuvers and two d4 Expertise dice.

What’s that, you say? Too crazy and overpowered? No, it isn’t. Let me explain. Continue reading »

Aug 172012
 

So, last time I pitted a playtest fighter maximized for damage-dealing against a playtest wizard maximized for damage-dealing, to try and explore whether or not the wizard was over-the-top powerful compared to the fighter (as has been complained about by some people). The result? The wizard dies most of the time, unless he gains the initiative and rolls high on damage.

But I’ll be the first to admit that the fight isn’t fully fair, since the D&D wizard is, by design, not meant to be in close combat. And that was, honestly, one of the points I wanted to make with this whole exercise: comparing wizards and fighters directly is like the proverbial comparison of apples and oranges. People making the claim that wizards are too dominating are committing a fundamental flaw: they’re assuming that wizards and fighters are meant to do the same thing. Continue reading »

Aug 162012
 

Randolf the Red, Wizard

 vs.

Hellwig, Fighter

 

So, first I maxed out a playtest wizard for combat damage, to see what it looked like. Then I maxed out a playtest fighter for combat damage, to see if I could match the wizard. Today, I pit them against each other in a hypothetical fight to the death! Continue reading »

Aug 152012
 

Last time, in my quest to see whether or not the wizard in D&D Next is overpowered, I did my best to optimize a wizard for maximum combat ability. What I got was pretty good — a spell-slinging glass cannon that could dish out at least a couple of big hits per combat and never needed to pull a dagger or a crossbow.

This time, I thought I would try and match that with a Fighter maximized for damage output. The results are … not so clear-cut.  Continue reading »

Aug 152012
 

After playing around with a character concept that I’d love to play, I thought I’d turn my sights to a little powergaming.

Personally, I loathe powergamers, and I find powergamed PCs to be utterly un-fun to play outside of the moment where you roll the d20; but some people keep complaining about overpowered wizards, so I thought I’d give it a go. If I maxed out every option to get a wizard as wizard-y as possible, what would I end up with? Continue reading »