Saturday, August 17, 2013

Missed Opportunities in D&D Next

So, apparently at GenCon they announced that they're pretty well happy with the playtest feedback for the game, so most of the design is done now. Presumably lots of development to do still to get the math right, add in some missing options, etc. That strikes me as a little odd, given that we just got this packet recently and haven't given feedback on this version. I don't think this is all one big marketing ploy, but I guess they don't expect to be making many changes to what we've got now.

I largely like some of the changes they've made. Fighters now get lores, and they acknowledge that some classes/builds should have skills (i.e. expertise dice) including knight-type fighters. After being disappointed that there was a loss of options from the previous packet (particularly in the cleric and rogue), I saw there were some other quite nice options and a lot of the stuff does look like an improvement. I still wish monks had a maneuver system instead of lame ki powers and that there were a few more races included so we could easily run Planescape or Al-Qadim. That said, I think there are a few changes that really should have been made, and I'm afraid we won't see them in the next edition right away.

Wednesday, July 31, 2013

Hidden rules in D&D Next

I am largely happy with the current D&D next rules, despite criticizing and critiquing them. They need more spells and races and classes and such, and the math needs to be fixed a bit, and things interact in strange ways. But one other problem I'm seeing is a strange set of "hidden rules" that require some reading between the lines, when things could be explicitly pointed out. Here's the main examples that come to mind right now:

  • Rogues sneak attack by giving up advantage, and each rogue scheme has a way to get advantage fairly easily. So the two features are really quite intertwined, but you need to read between the lines a bit to link them. This one is fairly obvious, but could be easily overlooked, especially when playing a pre-generated rogue.

  • Monks get a hidden "flurry of blows" power because martial arts lets them "dual wield" their unarmed attacks. This isn't really any different from other characters, but its there. Monks don't necessarily need a multiattacking power, but people playing a monk sort of expect that they'll be making lots of attacks and it takes some reading of the Martial Arts feat and weapon properties and such to put this together.

  • All rogues can open locks and disarm traps. This is hidden away in one line that says: Tool proficiency: thieves' tools. I can hardly believe it took me this long to figure out that proficiency in thieves' tools did this, and it made me much more likely to play a rogue since I didn't need to waste two feats to open locks and disarm traps.

  • On a similar note, Open Locks and Disarm Traps are secretly skills. To get them, you need to take the feat though, and you can only use them if you're proficient with thieves' tools. This presents one from taking skill focus or mastery for these non-skills. It would be nice to list this in the skills part, essentially saying that they're skills that can only be obtained with proficiency in thieves' tools and that they're not eligible for the skill-boosting feats.

Sunday, July 28, 2013

More fixes for the fighter: Backgrounds

I've posted before about giving the fighter fighting stances or styles, but one of the problems with the fighter is that he just fights. And he fights in a vacuum.

We see this in 3.5 and 4e where fighters get fewer skills than other classes. I can accept that rogues get more skills since skills are a rogue thing. Clerics are basically all priests (or monks, mendicants, friars, and very very rarely prophets or mystics or others not associated with the priesthood). Wizards, given how magic works in the game, are all intelligence-based and scholarly spellcasters. Both clerics and wizards end up with class features supporting their role as trained priests or scholars. There are alternate classes (sorcerer and warlock; invoker/favored soul) who are similar to clerics and wizards but their spellcasting and the origins of their powers are different and thus the classes are quite different in terns of ability scores used, skills, and class features. But where does a fighter's weapon training come from?

Monday, July 22, 2013

How much variety is enough?

Now that I've been playing some D&D next, I'm starting to rethink my ideal list of classes a bit. People have always been interested in new classes (and races) in D&D. The very first books and magazines expanded the list of character options beyond the few basics, but the basics have always been somewhat the standard, required classes.

Party roles were long ago based on fighters, thieves, clerics, and mages. The basics of exploring a dungeon seem to require someone that can do what each of these classes can do: taking out enemies, traps and scouting, and healing. Ok, the wizard seems more necessary because he's the kill-switch or emergency button. But one well-placed or well-times magic spell overcomes most obstacles. If the mage has the right one ready.

The problem is that each of those classes are basically the same, so that their roles can always be done. A wizard can cast any spell he finds. A cleric can always heal. A thief gets the same set of skills, and fighters are basically the same heavily-armored tank.

Saturday, July 20, 2013

There are no black lady miniatures in D&D

I know that D&D isn't usually the place to find images of racial equality for humans. I mean, elves, dwarves and halflings... sure. But D&D, and fantasy literature in general, is very white, male, and strait. Which is why I shouldn't have been disappointed that I couldn't find a nice black lady miniature. I didn't want an "African Lady" type, a caricature of some generic African culture
Reaper - Princess Nehanda
that may or may not fit a strange niche in Reaper's minis line. I didn't want a modern afro-lady with a handgun. I just wanted a regular figure of a fighter or cleric that happened to be black and happened to be a lady.

Doesn't look like you can even really find regular black fantasy dudes, and the lady selection is dismal as it is. Plenty of elves and dwarves and the rest of white fantasy though.

Now I know, I could just paint any figure with dark skin, but that's not really the point (the hair would be all wrong anyway). And I know its kinda odd for a suburban white fag to want to play a black lady in a D&D game. We're usually a lot more willing to let someone play a 3-foot tall forest gnome than play a character who's gender doesn't match the player's. I don't think every game is made more fun by adding real-world racial issues into it. But sometimes that's what you're thinking about and that's the story you want to explore, even if all you end up doing is say that in some fantasy world that six suburban white dudes will share, there was at least one black lady and her ass-kicking powers were on par with everyone else's.

I'm just a bit shocked, when I should know better, that there isn't a nice black lady fantasy figure or two for me to purchase. While I'm at it, the princess selection isn't great either, and you'd think there'd be half a dozen ladies in birthday hats and dresses to fit that role.

Wednesday, July 17, 2013

D&D Next: Disappointing Skills and Saving Throws

 One of the things I thought was odd about D&D Next is the ability score-based saving throws. I couldn't quite formulate how I was dissatisfied with it till now though. Ability-based saves feel like they overlap with skills.

Now, this should be a problem in 3.5 and 4e too, right? Somehow it didn't feel like it. And I think it was because things like the 3.5 grease spell called for a balance check rather than a dexterity saving throw. In 4e, someone attacked your reflex defense, so it also didn't seem like much of an overlap.

Conceptually it might not seem like much of an overlap. If you were trying to balance on a wall, you'd roll a dexterity check plus your balance skill. If an evil wizard cast a fireball spell, you'd make a dexterity save. But your tumble skill, useful for things like rolling down a steep incline or running between the giant's legs doesn't help you dodge that fireball.

Friday, July 12, 2013

Roles for exploration and interaction

Last night's game got me really thinking about exploration and interaction roles. I'm running Against the Cult of the Reptile God as my summer D&D fling game, and the party began infiltrating the church.

Now, I'm sure the player of the fighter was just tired, but the party didn't get to much fighting in general last night. So the fighter seemed bored as well as tired. The party's good planning reduced the need for combat dramatically, so people probably only took a swing or two each at enemies before they went down.

But the problem is that with the skill system, the fighter really doesn't have much that he can do outside of combat.