There are certainly some interesting additions, like the Advantage and Disadvantage mechanics, but I'm slightly more concerned with the things they've been removing and the work that they are undoing.
Let me first openly acknowledge that I understand that this is a playtest. That the mechanics, ideas, and concepts outlined in this first open playtest packet could be entirely experimental and never make it past this stage. I get that. Honestly. I'm not frothing at the mouth because I think D&D is ruined forever and that Wizards of the Coast will be holding a country wide book burning to purge the world of all older editions. We good? We good.
That said, what they have presented in this early version of the game does not inspire confidence. In fact, I'm quite afraid that Mearls and the rest of the crew over at WotC have lost their minds because they are trying to make D&D 3.5 over again, but with large chunks missing and other new chunks hastily sewn in like some sort of Frankenstein's Monster of game design.
Skills are out, replaced by backgrounds that give packages of specified bonuses and Themes that give specialized combat features. The 3 saves are gone, replaced with 6 saves, one for each of the standard 6 Abilities(Str, Int, Cha, etc). Hit points seem to scale slower to encourage a certain lethality, I suppose. Then the big bombshell is that Vancian magic is back, but so is at-will casting.
![]() |
Wizards in 3.5 (artist: http://sirmitchell.com ) |
In short, Wizards get a few big spells that they can throw off as easily as basic attacks, with a wider variety of effects and mechanics. Once they run out of those, they still have 6 different at-will cantrips that they can fire off all day long without any drawback.
On its own, this all works just fine. It's a cool idea and some of those Cantrips even make wizards really awesome to have around in a group of adventurers. The issue arises when you realize that every other character class so far, minus the Cleric, doesn't get anything even vaguely similar. The full extent of playing a Fighter or Rogue seems to be scrambling to get Advantage and then making basic attacks. Rogue has a mechanic that lets them do an extra d6 if they were hidden, but it's still rather boring when compared to the Wizard's options to stun-lock groups of enemies or deal out damage in a large cone to several enemies.
![]() |
A step in the right direction |
Maybe the next version of the playtest will include more mechanics for the Fighter and Rogue, like interesting maneuvers and strategies for them to use. Like I said, this is only a real issue for me because it's such a huge step backwards from all the advancements they've been trying to make over the past decade. I'll admit that 4e had some pretty big issues, but I don't think it's the right decision to burn that bridge and just rewrite the horribly flawed 3.5 just to appease the overly sensitive fans who are probably all playing Pathfinder anyways.
Anyways, I've rambled long enough. There are a lot of variables to this particular issue, but luckily this is a very, very early in the design process, and we can hope that WotC listens to people who disagree with the decisions they've made, as much as they listen to the people who are telling them how great they think all these new old mechanics and rules are.
In either case, I can't say that D&D NEXT is a system I'd buy into if it even vaguely resembles what they've shown so far. It's just simply not a game that's good enough to get my group to give up Fantasy Craft, a game that's every bit as awesome as a game with a titanic legacy title like Dungeons & Dragons should be.
No comments:
Post a Comment