HomeMainBlog PostWhat Has WOTC Learned from the D&D Next Public Playtest?


What Has WOTC Learned from the D&D Next Public Playtest? — 11 Comments

  1. I have to admit I'm concerned about the notion of "campaign-level balance"– which sounds to me like code for "wizards are one-trick ponies that die in one hit at low levels, until they become completely dominant in the end game, and fighters remain one-trick ponies that die in slightly more hits." I think there's a better solution than that.

  2. On the other hand "adventure-scale" balance sounds perfectly cromulent and probably more doable in a traditional D&D format than encounter-based balance ever could have been.

  3. Rachel: I have no problem with class balance over the campaign instead of all the time. Of course, "balance" in the more modern sense of the term just is not very important to me.

  4. "wanting the game to support a wide variety of different play styles is a fairly strong rejection of both 4e and the silly GNS game theory"

    Is it? Although I am fairly critical to the GNS theory, the modes of play it describes actually require different systemic approaches. To rephrase it, one can change the trappings of pseudo-medieval Europe to virtually anything, D&D will still be about looting and killing; it is the system that needs to be adapted to create a new type of game experience.

  5. Gamist-Narrativist-Simulationist. Supposedly all RPGs can be classified along an arc between those three categories, except it's a lot more complicated and stupid than that.

  6. Rachel: I've been playing TSR-style D&D for ages now and martial characters have never become obsolete at higher levels in my games. They have great saves, high hit points, and by high levels usually have some great magic items (not to mention strongholds and armies). Most high level enemy mages in my games are killed by fighters, not by other mages.

    Yes, if you play 3.x and don't put most of the restrictions on spells and casting from TSR D&D back on casters, they are too powerful at higher levels, but that's really a problem specific to 3.x. And really only specific to 3.x RAW. If you house-rule TSR-era casting restrictions back in the problem lessens considerably. Just getting rid of "concentration" so spell interruption works more like it did in TSR D&D can do wonders. Fixing magic saves so that they do not get harder as the caster's level increases does even more wonders. Changing troublesome spells like Rope Trick and teleport so they have TSR-era restrictions does even more.