Coming as no shock to anyone
Jan. 11th, 2012 08:41 amAt least anyone who knows about version creep...
WotC has announced that D&D 5.0 will be out in 2013. And they want player input for suggestions.
Okay... *ahem*
1) Stop MMO-ing up the game. While on the surface, there was a substantial difference between a bow-and-arrow using Ranger and a Sorcerer, when it came down to damage-dealing, it ended up being almost exactly the same. Which was silly.
2) No more scaling costs on Raising the dead based on what level the target is. (Look, that was insanely stupid and you should know that.)
3) Stop with all the damage types. It had the side-effect of neutering certain characters if they happened to fight the wrong sort of monsters for their special effects. (Example: Warlocks, for instance, could be very powerful against certain types of monsters, and then almost useless if the GM happened to throw other things at them. Whereas several other classes didn't have that problem at all.)
4) Considering each race entry only took up two pages, don't wait until Player's Guide 2/3/14 to add races that should have been in the first book. I don't know if that pattern (2 pages per race) will continue, but the key point is getting across.
5) Too many rules, not enough background. Look, I just stopped running a Rules Cyclopedia (aka old school basic, mostly) D&D game, and in terms of rules, it. Was. Simple. (Side note: The only thing I hated to look up, rules-wise, was the grapple rules. They sucked.) Combat was fucking quick. I could run three or four combats a night, as opposed to 4.0, where by the time we hit 11th level, one combat could take an hour and a half, because there were so many fiddlin' rules.
6) In case it wasn't obvious from (5), MAKE. COMBAT. SIMPLER. Seriously, in some ways, Chartmaster was an easier combat system that 4.0.
WotC has announced that D&D 5.0 will be out in 2013. And they want player input for suggestions.
Okay... *ahem*
1) Stop MMO-ing up the game. While on the surface, there was a substantial difference between a bow-and-arrow using Ranger and a Sorcerer, when it came down to damage-dealing, it ended up being almost exactly the same. Which was silly.
2) No more scaling costs on Raising the dead based on what level the target is. (Look, that was insanely stupid and you should know that.)
3) Stop with all the damage types. It had the side-effect of neutering certain characters if they happened to fight the wrong sort of monsters for their special effects. (Example: Warlocks, for instance, could be very powerful against certain types of monsters, and then almost useless if the GM happened to throw other things at them. Whereas several other classes didn't have that problem at all.)
4) Considering each race entry only took up two pages, don't wait until Player's Guide 2/3/14 to add races that should have been in the first book. I don't know if that pattern (2 pages per race) will continue, but the key point is getting across.
5) Too many rules, not enough background. Look, I just stopped running a Rules Cyclopedia (aka old school basic, mostly) D&D game, and in terms of rules, it. Was. Simple. (Side note: The only thing I hated to look up, rules-wise, was the grapple rules. They sucked.) Combat was fucking quick. I could run three or four combats a night, as opposed to 4.0, where by the time we hit 11th level, one combat could take an hour and a half, because there were so many fiddlin' rules.
6) In case it wasn't obvious from (5), MAKE. COMBAT. SIMPLER. Seriously, in some ways, Chartmaster was an easier combat system that 4.0.