So,
like many others, I have had the time to look over the playtest rules
of dndnext. I haven’t played yet, that won’t be until the 12th of June.
As
a DM of many years, I have always had a weakness for the monsters. I
love my D&D monsters, and I see a lot of good in the playtest
monsters. I love the 4e monsters, especially the ease of making them and
balancing them so that could really test the party, but they just have
way, way too many hit points, the most interesting abilities have been
neutered and their lore section is often lacking or really bland. The
monsters of the playtest seem better in all three regards. There are
definitely some cool and awesome (read: abilities that will make my
players cry) monster abilities in the few statblocks. For example, I
love the stirge, the wight, the medusa and the gray ooze abilities.
Regarding lore, I find it significantly better than it has been for
years, perhaps since 2e (2e MM is by far my favorite). I also thing it
is all kinds of awesome that immunities have returned. I was happy when
they were taken out, but after playing 4e with a lack of immunities, I
must admit that I was mistaken. It just doesn’t feel right. Last but not
least, I just love little quirky details like the one about the glowing
beetles. Hit point wise, it also looks better. I haven’t done any
hardcore math, but it doesn’t feel completely off.
Moving
on to the classes and races, I also find myself fairly satisfied. The
dndnext playtest has a lot of things to like, like the return of Vancian
casting, one of my few regrets with 4e, like the cleric having spontaneous casting (I always thought they should at least be slightly
different from wizards), or like the change in dailies for martial
characters. While the 4e style of daily attacks never bothered me, I
definitely prefer martial characters being based on at-will attacks and
have any daily or encounter powers to be something different than
special attacks. The Fighter’s Surge and the rogue’s Lucky abilities
feel just right. I also like the channel divinity system, which can be
used for different spells/powers. Should work great to diversify the
cleric class. I am also a huge fan of the class-theme-background system.
So many interesting possibilities for customization within an
established framework.
Not
everything is perfect though. Obviously. It’s a very early playtest.
The fighter seems a tad bland, perhaps even weak. I am not sure just how
bad it is. A little tweaking to the armors and the inclusion of attacks
of opportunity would probably fix it - at least at the first 3 levels.
The interesting thing will however be how it scales, compared to say the
wizard.
Speaking
of scaling, I am not totally over the moon about the rogue’s sneak
attack. +1d6 per level seems insane. Especially considering that the
rogue’s ability to get advantage seems (at least for the playtest) to
rely heavily on the DM’s (good) graces.
I
am also not a big fan of absolutes - at least when given to the
players. Poison immunity to all dwarves and charm/sleep immunity to all
elves seems a tad much. Why not just use the advantage/disadvantage
mechanics?
As
mentioned earlier, I really like how dndnext reads. The rules seem
quick to play and easy to understand. Very intuitive, if that makes any
sense. There were a few things I didn’t like, live the overnight
healing, but luckily it’s completely dissociated from the rest of the
rules, so it’s fairly easy to change just how many hit points a night’s
rest gives you. The same way, I am not a fan of the surprise system.
Just going last seems a tad lame if you are ambushed, and it also
creates combats where you have 7 monsters going together every round,
something which I have worked hard to avoid since 2e, since that usually
leads to a higher number of TPK’s in my games. And as my players will
tell you, even if not asked, there are more than enough TPK’s in my
campaigns. The last thing that I really didn’t like, at least on paper,
is the no-CON-modifier to hit points. Yeah, I know, it wasn’t part of
4e, but somehow it just makes sense. I might view it in a more favorable
light after actually playing some dndnext, but we will have to wait
about 12 days for that.
So
that was the 3 things I didn’t like, which leaves a hell of a lot that I
did like. From the simple skill checks (which are actually ability
checks), to the contest mechanic (opposed rolls, but can be int vs dex),
to the advantage/disadvantage mechanic, the rules are very easy to
understand, and they do not get in your way. It’s a game you can pick up
and “get” in very short order. Sure, there are probably a few things
that need tweaking, like the DC’s of skill checks, but that’s what a
playtest is for too, no?
Overall,
I will say that I think that WotC have made a good, simple basis for a
core game. One could say that they have made a game with the essentials,
so perhaps it is a pity that we have a game called Essentials. That
name might have been more fitting. The system is flexible, seems robust
and at the same time easy to tinker with. It reads as if it runs
quickly, and most importantly, it feels like D&D.
I am pretty sure that I will soon exclusively be playing dndnext.
Ingen kommentarer:
Send en kommentar