I've been silent a while. Partially, this is due to not wanting to
rant or rave about the 5e news before there's enough out there to build a
solid opinion on. Partially, I have heard had very little to like, and
didn't want to come across as too negative. And partly, Real Life has
been kicking me around rather roughly. But now that
some of that
has changed, here are my initial views on what has been offered for DnD
Next! If you haven't already done so, I strongly encourage everyone to
head over and join the playtest. Plus, look out for
other blogs about the
playtest
- what follows is simply my opinion, and clearly cannot cover every
player's reaction! Also note that these responses were written for the
WotC survey on the playtest, and are thus written specifically for WotC
to read, in response to their questions, and edited to be quite brief
(as there was a word limit to responses). I have not (and will most
likely continue to not) re-written them, so simply present them as-is.
As such, if you haven't read the playtest material, you might be left a
little confused! Feel free to ask for clarifications, if you want.
General Comments
Short rests did not provide enough
healing. At level 1, with only one HD available, the wizard and cleric
needed to rest whilst the fighter wasn't injured; after that, the
wounded ones didn't want to go back in, whilst the fighter was ready to
continue.
It was hard to change information into grids. (25ft, 20ft radius,
etc). People use the metric system now, and for games, squares are much
more useful..
Whilst the starting HP was good, the healing was not.
One short rest each, with minimal healing (wizard gets d4+2 once a day,
and only if they use a kit?) makes the short rest practically useless,
and greatly increases the 5-minute workday. It feels like the heroes
are meant to be tough like 4e, but after that first fight, are weaker
than 3e.
As a DM
Simple things such as monster initiative wasn't
included in the book. The module was written with a "do whatever you
want" feel, which left myself and the players very clueless as to what
exactly they should be doing.
Having only one map, at the end of the book, was also hard.
Constant flicking between the main map and the locations was hard, as
was working out where creatures were (eg 22 + 6 goblins in one room!).
The scale of the map was also overlooked by us until after the first
session, so we had way too little space to play on.
Trying to find out rulings on simple things (what effect does
'shadowy light' have? can you flank? what is a coup de grace? and other
things we know from previous editions) was hard, and there was always
the fear of choosing something unfair / contrary to the rules. Am I not
finding something, or has it not been added in yet? If characters are
told they treat darkness as shadowy light, where is the information as
to what shadowy light is?
I found nothing on passive skills, so are we to expect everyone is
not searching unless they specifically call for it? I do not want to
have to call for search checks again, that would be yet another step
backwards from 4e.
The monsters were also both too simple (in the adventure book), and
too complex (bestiary, when it makes you refer to other locations for
spells! I already have the module open to the map, to the encounter
area, then i have the bestiary open to the monster, and now also the
rule book to the spell??) 4e had this right with their module format:
two page spread, everything you needed (map, text, rules, monsters).
This is what all modules should have. For sure, have further bits about
NPCs, story, etc, but when you write an encounter, keep it all in the
one spot. Everything revolving around the encounter, right there for
you.
As a Player
There was little feel and no real options
with my character (dwarf fighter). Having played many fighters in 4e,
where they were both interesting and involved, moving to this fighter
was worse than stepping back to 3e. You can make an array of fighters
in 4e that have different feels to them, different and varied options
available, and all can refrain from becoming boring; this guy had
nothing. Move, hit, move hit, move, hit. Only healing once a day (for
d12+2, so 8 HP on average) is not enough. 8 HP is not even half his
total HP, so if he gets beaten down in one encounter, he is out for the
rest of the day? That is not heroic at all. Sure, have the HD as a
bonus to healing, but allow more healing, more often!
Our group initially mistook the rules to be "HD + Con Score", and
thought that was low...when we realised it was Con
Modifier, we were
horrified.
Plus, our group had no healing kits, so after our
first scuffle with goblins, we had to take all the spears (60+ of them)
back to "civilisation", sell them, and grab ourselves a healers kit.
The kits should aid in short rests, not be required for them!
Ultimately, if a short rest has not healed the characters close to
full HP, there is little chance they want to go on. Sure, limit the
number of rests per day, but 4e had it right - after a rest, they should
be pretty much back on their toes.
I was also confused as to where his damage came from: 2d6+7. +3 str, +2 weapon focus, +2?
It
was also unclear if the weapon focus applied to the reaper feature, and
what use exactly their low-light vision was (only works if there's no
light around? Does a torch count? Does the sun count? Does a fire count?
What if any of those things only gives shadowy light (poor torch, cloud
cover, embers of a fire)? If you are going to give races abilities,
make sure they are easily noted and understandable.
Classes
The cleric
Healing was too little
(D6??). If you rolled a 1, you might as well not helped out at all.
Also - healing when the target is unconscious, does it merely reduce the
negative HP, or revive them immediately?
Whilst using the 3e sorcerer style of spells was better than what
was done for the wizard, it would still have been better to have some
encounter powers (such as the pathetic d6 healing), so they could have
more options each encounter.
The fighter
The fighter was boring. After the great,
exciting things we have played in 4e, going back to a simple "move, hit,
repeat" format was not enjoyable. There was not even any option in the
one, single power he had.
Fighter's surge is pretty much a poor attempt at action points; they
were much more enjoyable in 4e, where everyone had them. We hourse-ruled
them to an encounter resource (easier book-keeping) , and never looked
back.
The wizard
Not having the spells before you was a real pain. Having a character sheet that was already
twice as involved as the fighter, *before* spells were added, was also not
good. Again, 4e had this right, where
spells / attacks were equal across classes, and one player didn't have to wade
through multiple books whilst others could write everything on a business
card.
Having your powers as mostly daily powers was not good,
either. Vancian magic really should stay
in Vancian novels. At the most, have a
few, rare daily powers, but leave enough encounter powers to keep options alive,
instead of the “oh well, spells spent, I’m out for the day now". Magic Missile does not
help; it’s as bad as the 2e "wizard's crossbow”.
Spell descriptions had too much fluff. Once you read someone's
interpretation of the burning hands spell, do you really ever want to read it again?
It’s ok to have that fluff, but when it is in the body of the spells, it takes up
space; the cards for 4e worked well. Everything mechanical you needed to know to
cast the spell, whilst the fluff stuff was easily accessible if you wanted it. But
don't have them in a separate location-it takes too much time looking up spells!
Plus, the radius/cone things really are not good. Using grids
(which I have done since 2e) means that "20ft radius“ is harder to calculate,
harder to adjudicate, harder to place "Burst2" is simple, there are no
arguments, & it is quick.
Saving throws are also bad From the DM's side (having to look
up creatures stats in yet another book, then roll them all), it adds more time to
the one person who has the least time From the player's side, why not roll to hit
each creature, as everyone else does? The fighter gets to roll his dice to attack,
why can't the wizard roll to see how accurate his spell is?
The races
The races didn't seem interesting, and there
was no easily discoverable information as to the real effect of
low-light vision. Maybe, had we seen the racial mechanics, there might
be more feedback on them, but as it was, they seemed simple and boring.
4e racial powers let you know different races were interesting.
Overall Comments
This game felt like a giant leap
backwards. 3rd edition brought with it many improvements on 2e (classes
made more even, skills and feats, options available to classes, stats
made even). but 4e made many improvements to 3e (classes made more
balanced in game, as well as at the meta-table level, fighter and wizard
both being interesting options, rolls made by the attacker limited
excess DM work, characters healed in battle and out, clerics could do
things aside from heal, and still heal, saves were simple d20 rolls,
distance was in squares, monsters stat blocks were elegant and simple,
and didn't force the DM to look elsewhere, every player could play
without referencing books, just their character sheets/cards).
This feels like a step back to 3e, with overflow into 2e. Honestly,
if this was the option right now, I would have no issue sticking with
4e. And though I don't want to play 3e any more, if 4e wasn't an option
I would choose Pathfinder. It's free, open, and better than the
playtest we have now.
Whilst some areas are overly simplified (which we expect), the sheer
number of rolls (eg d6sp+d10cp per goblin) and equipment/spells makes
it feel too simulationalist. If you want a simple system, go for that -
but cut out rolling silver & copper pieces in treasure!
Overall Questions
Why were spells put back into the game in such a 3e way? Getting
them out from the "spell section" of the book was a great thing 4e did,
and made non-spellcasters feel better (since they didn't access that
chapter). Having monsters with daily spells (when they will only last
an encounter) is also painful - forcing the DM to look them up, moreso.
For the next playtest, it would be a great improvement if every single
class had two, and only two pages of information. Print those pages
out, and that is absolutely everything they are required to use for the
session.
Likewise, why make so much more work for the DM? Give him the
module, and that should contain everything. No flipping through the
bestiary for further info before the encounter even starts (eg
initiative), or flipping through a third book for spells! Help him out
by having everything there for him from the get go.
Why do fighters have to be so boring, and wizards so complicated?
Why have we gone back to feet? Is DnD not a worldwide game? Use squares, and make it simpler for everyone.
How
do you get advantage / disadvantage? Give a list of common causes for
both, and let the DM add to it; don't make the DM decide all of them.