I don't see the winging part as much. Yes, they are relaxing the rigidity a bit, but theysaid that there will still be guidelines on DCs for checks. One problem I had with 4e (which I played and DM'd from release to last year) was that while skills (and just about every other d20 roll) increased every level, but so did the DC.scotth266 said:Not quite sure what I think about this. As a new guy to DND, I was actually comforted by 4E's specific rules, and if I didn't like them, I could just chuck them out the window (like I did for certain Ritual times). It sounds like they're trying to encourage winging it, which is good for experienced DMs but for new people will be overwhelming.
I would temper that by saying there needs to be balance though. If there is one thing that's worse then a DM/players that never breaks from rules it's a DM that never adheres to them. Rules and rulings give the world structure and should be relied on to be consistent and fair.darksakul said:All I have to say is, about time.
I tired of the players who will insist that the book ruling is set in stone and the DM isn't the god of his own little universe. Too much Rigid rules = no fun
Hey Astroturf,Astroturf said:I feel obligated to remind everyone that Greg Tito has a vested interest in talking down 4e and D&D Next because he's pushing a competing product.
Journalistic integrity (in the games industry at least) is pretty much nil, but it's something people ought to know when reading anything related to D&D from him.
Oh for f*cks sake, stop trying to teach us how to play RPGs. We know it already, some of us are in business longer than half of your staff. How about giving us something to play with instead ? How about official campaigns and adventures that are something better than sets of tactical encounters ?(...)we can teach DMs(...)
I completely agree. Even "charm person" or "dominate person"[footnote]sometimes[/footnote] can be fun if the players get into it, but Hold Person and other complete lockdowns are no fun.Bara_no_Hime said:When they were talking about "feel-bad abilities" I assumed they were talking about abilities that removed a player from combat (like Hold person) effectively making them sit quietly for 30 minutes while everyone else has fun without them. THOSE are abilities I'd like to see looked at - sending someone below 0 HP is one thing, or even making them attack the nearest target or themselves while confused still has them participating, but things that entirely prevent a player from playing for an extended period of time just seem to detract from the game.
DM said:Everyone make a will save.
Bobby the Paladin said:Is it a fear effect?
and the DM responds with either this or that:Erin the Elf said:Is it an enchantment effect?
Cryptic DM said:I remember your bonuses. *evil grin* roll your dice.
Nice DM said:Yes, it's a fear effect. Bobby, you're golden.
So make it clear from the get-go? My players tend to know I improvise a lot and they're fine with it.darksakul said:All I have to say is, about time.
I tired of the players who will insist that the book ruling is set in stone and the DM isn't the god of his own little universe. Too much Rigid rules = no fun
I take it we're talking about fantasy setting, right ?upgray3dd said:Does anyone have any recommendations for a game with a lot simpler setup than DnD?