D&D Next Playtest Material Jun 3, 2012 5:31:43 GMT -6
Post by Finarvyn on Jun 3, 2012 5:31:43 GMT -6
If you read the playtest doc "how to play" page 17 you'll find that they list Mithril Chain (cost 2,500 GP) on the list of armor. They also have Dragon Scale (5,000 GP) and Adamantine (15,000 GP) on the list. I assume that they don't intent for starting characters to have this stuff but are building a scale for later expansion, or maybe some of these things can be found in the Gygax playtest module.
Believe they will, or believe that they have a decent shot of it? I believe they have a decent shot, or I wouldn't be bothering to look at the playtest docs. In fact, having read what they have created so far I'm even more encouraged by the whole thing.
The playtest doc doesn't thrill the 4E types, but I wouldn't expect that it would. The key is "does it seem playable to the OD&D/AD&D folks." If the answer is "no" then game over. To me, the answer so far is "yes" so they can continue. As they add new (and optional) systems to the rules to cater to the later edition folks, I will probably use less and less of it but will be interested from a design standpoint. At the end, I will get to pick which elements to bring into my game and which ones to ignore. If WotC can do this, they have accomplished their main objective.
But the key goes back to that core rules set. If they started with a 4E-style game they would lose all of the old-timers. They haven't done that. So far there are some quirky parts to the rules, but nothing I'd call a "deal breaker."
1) Monster stat blocks are too long for my taste, but are a lot shorter than the 3E/4E model. They remind me more of AD&D/2E, which I can tolerate.
2) Inflated PC stats aren't to my taste, either, but I can get over this as long as characters don't start there. I would have some control over how fast they improve stats if I wanted.
3) Hit points and healing rates are really inflated, compared to what I'm used to playing. Of course, the totals are higher for both players and monsters so the overall effect is more book-keeping but probably not much else. This really requires that I train my brain to reimagine what a hit point represents, but probably is another thing I get get over.
Nothing I see in the core rules is so bad that I just couldn't play it. This is very different from some of the elements of the 3E/4E rules sets, so I see it as an improvement and shows that there is a decent chance that I could enjoy the final product.
Just my two coppers.