Wednesday, February 1, 2012

D&D XP chat seminar 5th edition info


I was reviewing the recent D&D XP chat seminar. I think making players feel like they are a part of this next editions development might be a bunch of marketing hocus-pocus. They clearly have their mind made up about what is in this next edition. Some indications, I feel, that point to the possibility that this edition is ruffed out already. Why do I have a problem with this you are wondering? We need something to play test, right?  Well when we signed up the letter asking for this participation made it sound like we would be helping form the ruff version of 5th edition. With that said I digress and will be thankful that we get any part of this action. Below are some of the better parts of the Q & A that support some interesting facts and also support the fact that it’s close to ruffed-out. There is also one big peace of news from this Q&A session that play testing for the 5th edition ruff rules starts play testing SOON! And that’s exciting!


"D&D XP Seminar
(01/26/2012)
Thursday January 26, 2012
9:25
Welcome to the D&D XP Seminar: Charting the Course!
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Question: Is there a timetable as to when we can start play testing?
10:31
Greg: The open play test starts up sometime in the spring, and that's about all the information we have at this point.
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Comment From Dan
Looking back on 3rd edition, I feel like it did a good job of capturing the unique feel of each class. In 4th edition all classes feel similar, because in the end you're just using x daily powers. Sure, the effects are different, but since the mechanic is identical, it didn't really matter what you played, it still felt the same.

10:15
Jeremy: We have talked about having adventures that cater to very particular tastes - political intrigue or classic dungeon crawl. You can also have the sandbox adventure that is an environment with hooks, fleshed out NPCs, evocative locations, And it really becomes a canvas for players and DMs to paint on. Sometimes, I think that's the best approach for people who want to choose their own way, but sometimes it's better to give a more directed approach for people who need that.
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Comment From Tanks
Hw will multiclassing be handled? Will it go back to previous editions or be a feat tax?

10:24
Answers: We want to make it simple, but iconic class features need to be important as well. There are also packages we're looking at where characters can gain certain featuers or qualities that helps them branch out and feel like more of an individual or a real person.
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Question: In the recent editions it looks like a lot of the player options have been narrowed down to things they can/can't do in the rules. Is this next iteration going to get away from that.

10:27
Monte: While having options in the rules is great, we want to open things up so players can get creative and ask to do things that are specifically covered by the rules. We want to empower DMs to with information in the DM guide and others resources to be able to handle those out of the box situations. So basically better gaming through better DM tools and DMing.
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Comment From JamesL
I think the older editions weren't afraid to throw extreme challenges at the players, and let them figure it out. This version has all solutions be combat or skill challenge ones, that are all level appropriate with a 90% chance of success.

10:52
Mike: It goes back to the three pillars and supporting the different kinds of play - we definitely are working on having DM and player tools and optoins in place so that characters are engaged. Example - you can have that master climber, but you want others to feel included and involved in whatever thing when that master climber gets to show off.
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10:12
Capturing that feel is one of the more difficult challenges because it's more ephemeral. It's difficult, but I think we've done a good job. When you get a chance to help in the playtest, hopefully you can let us know."

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