I know I am a little behind the curve
on this one, it's been a busy time for me. My dad has been in the
hospital, I had a friend break her leg and she hasn't got anyone else
to take her to her appointments, Ashli has had her appointments and
even Ember had a dentist appointment stuck in there since I got the
playtest packet. I had skimmed the first few pages before and wasn't
really happy with what I saw.
Last night I finally got around to
reading the entire "How to Play" and "DM Guidelines",
as well as all the characters. Having read through most of the
packet, I am now much more ambivalent about the entire project. I
guess I am going to have to actually play the damned thing to get a
feel for it before making a final decision, but my gut tells me that
there are some things I am going to like and some things I am going
to hate, and a couple of things I am just going to wonder what on
earth they were thinking when they came up with that idea?
I suspect those are the 4th editionisms
that people in the OSR blogosphere have mentioned, but 4th edition is
a real blind spot for me, I took one skim through the 1st Player's
Handbook (I have heard they have more than one) and said "Nope,
this isn't for me". I had already abandoned WotC D&D with
3rd edition, first for Hackmaster, then I just went back to 1st
edition AD&D, but 4th edition was a disappointment for me
nonetheless because of the pre-release hype, and at least one
playtester's report I read that said he was selling all his 3rd
edition D&D stuff while it was still worth something, because 4th
edition was JUST THAT AWESOME!
D&D Next, and I hope they change
the title, doesn't seem to suck so hard as 4th edition did, and it
was nice of them to put the "modular" old school section on
the character sheet. They could still FUBAR this edition by adding in
all the stupid races from 4th edition when all is said and done, to
please their current customer base. I won't be pleased to see
Dragonborn as a player race, not in a core book anyway, or any of the
other odd races they added just so they could be different from every
previous edition of D&D.
As I predicted, Race as Class is dead
as a doornail, so we're getting a B/X meets AD&D 2nd edition vibe
with a bunch of 3rd edition mechanics and terminology thrown in for
good measure. So I guess what I'd like to see are four core classes,
Cleric, Fighter, Thief, and Wizard (I know we're not going to go back
to Magic-User), and four core races Human, Elf, Dwarf and Halfling
(despite my personal dislike for Halflings, they are traditional for
the game). Demi-Human level limits are probably gone the way of the
Dodo too, so too I imagine are Class restrictions based on Race, so I
imagine they'll end up with the 3rd edition style "Preferred
Class" or whatever it was called.
I don't have a problem with the game
evolving over time, it's evolving it into a tactical miniatures game,
that, as DM, I am expected to lose every week that I really have a
problem with. I also have a problem with having an actual rule for
every possible situation, it steals from the power of the DM and just
empowers rules lawyers. So far this seems like a step in the right
direction (except for neutering the Cleric). The next time I actually
get to game, I guess we'll see.
Nicely said. I'm also fairly ambivalent about 5E at this point. I also still need to actually play it a bit to make any sort of final decision. And I like your summation of 4E. I had to quote you on my blog.
ReplyDeletehttp://lordgwydion.blogspot.kr/2012/06/well-said.html
I agree, the 4E observation was extremely perceptive
ReplyDeleteIt appears there is a lot left unsaid in the "materials" for 5E, am I to assume it defaults back to 4E type stuff? There is nothing on spell recovery/regeneration, or much at all on the magic system except for some vague bullshit about spells being dependant on Class, but no specifics. It is admittedly difficult to make definitive answers on missing or incomplete info. I hope they come up with some updated materials based on the first round of feedback.
ReplyDelete