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I think 1 thing we can all agree on, is that the future of RPGS depends on making running a game of a TTRPG seem easier for future GMs.
I know D&DOne is focused on the VTT and AIDMs. The idea is that players would probably have to pay premiums to get access to these "solo-rpg" options and probably strip the PC related rules into asset classes that are paid for individually. I.e. Champion Fighter is free! But to get the rules and Mods for Battlemaster is a $0.99 a month sub.
This smells of not understanding what makes a TTRPG really stand out from a CRPG experience. My question is, what tools, resources, or ideas have we seen in D&DOne to help create future and more DMs?
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Easy E wrote: I think 1 thing we can all agree on, is that the future of RPGS depends on making running a game of a TTRPG seem easier for future GMs.
I know D&DOne is focused on the VTT and AIDMs. The idea is that players would probably have to pay premiums to get access to these "solo-rpg" options and probably strip the PC related rules into asset classes that are paid for individually. I.e. Champion Fighter is free! But to get the rules and Mods for Battlemaster is a $0.99 a month sub.
This smells of not understanding what makes a TTRPG really stand out from a CRPG experience. My question is, what tools, resources, or ideas have we seen in D&DOne to help create future and more DMs?
Great points.
I haven't read anything about One in the view of a GM. As a matter of fact, the design intent that I have seen, is for DND to move Away from person DMs. They've flat out stated, "We don't like how one person has all the books, and everyone gets the access, we need to monetize everyone at the table." So they want 6 paying players, no DM, instead of 1 Paying DM, 5 non-paying players. I would be very surprised if there was ANY addins for making a real GM's life easier in 1.
I have my old 1st, 2d, and additional games. The games I'm playing now come from Renegade, Free Leagues, Chaosium, and Modiphius they are just that much more fun without the creators and writers and everyone from a company that prides itself at being outright douche canoes. They are the very definition of Toxic Environment.
The Walking Dead, Twilight:2000, Fallout, Call of Cthulhu, etc are just that much more interesting then a halfhearted retread of base mechanics turning a 60-70 year old game into something out of the Twilight Zone.
When there are more then enough companies out there that WANT your business and treat you with a modicum of respect, are approachable, and want to interact with you, Microsoft front companies are just not worth your time.
This Company hates customers. They hate players. All they want is to throw gasoline at the dumpster fire that they themselves have started.
Stop giving money to people who hate you.
At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money.
2024 Player's Handbook September 17, 2024
2024 Dungeon Master's Guide November 12, 2024
2025 Monster Manual February 18, 2025
Don't want, don't buy. No one is going to throw a fit if you don't buy the latest edition of D&D. But the fantastical corporate warmongering getting tossed about is... becoming real weird.
This message was edited 2 times. Last update was at 2024/05/26 14:35:27
I really wish Paizo would make a self designed app or anything even approaching the nature of DND:B, and I'd start playing that tomorrow. Biggest issue I have is getting new players into a completely different system. I have mostly people like myself playing, Middle Aged corporate drone workers who between: Life, kids, job, and family time, have about 2-3 hours a WEEK to dedicate to DnD. That's only enough for a session a week, throw a completely new system into the works, and everyone is out.
It's why I can't get a game of 3rd together.
The actual money paying player base of DND is held together by the ducktape that is 40+ year olds that are clinging to their books, desperate to keep playing. The old style of "DM has all the books anbd stuff" has made a culture of only one person really needs to know the rules. Everyone else is just there to throw dice and drink beers/attempt to seduce X. No DnD is going to a "Everyone must contribute" model of ownership, and I'm guessing this will kill the hobby for WOTC at least.
Personally i would be happy if DTRPG did something like that with their library.
You have have just regular pdfs. Or produce your docs according to their standards with their support to make them more functional as a database for usage.
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
FezzikDaBullgryn wrote: I really wish Paizo would make a self designed app or anything even approaching the nature of DND:B, and I'd start playing that tomorrow. Biggest issue I have is getting new players into a completely different system. I have mostly people like myself playing, Middle Aged corporate drone workers who between: Life, kids, job, and family time, have about 2-3 hours a WEEK to dedicate to DnD. That's only enough for a session a week, throw a completely new system into the works, and everyone is out.
This is also my experience. However, my group ranges from 20-somethings, to 50+ grognards.
That said, with actual books being available for 6th, I am not sure what my group will do.
They are all addicted to the ease of D&D Beyond, so if that kind forces a move to 6th, I would not be shocked if my group also makes the move too.
This message was edited 1 time. Last update was at 2024/05/28 15:36:27
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I played in a PF2 game. I can tell it's a pretty robust system and if I was 20 years younger I'd probably really like it.
But as it is, I just found it so tedious. Every time we had to level up I was depressed at the thought of having to scroll through all the feat lists. Eventually I just let a guy in the group who loves building characters level me up. I reckon it's the kind of game where you need an app because the system is so complex, and that's really offputting to me.
I'm all about games where you don't worry about that crap now, just get to the table in the minimum amount of time and get playing. White Box: Fantastic Medieval Adventure Game, a retro-clone of OD&D is my favourite go to at the moment.
I don't like apps for my RPGs though, never used D&D beyond or any of that stuff. I used to do a lot of prep on computer and have even moved away for that now. All my prep is in a bullet journal these days.
FezzikDaBullgryn wrote: I really wish Paizo would make a self designed app or anything even approaching the nature of DND:B, and I'd start playing that tomorrow. Biggest issue I have is getting new players into a completely different system. I have mostly people like myself playing, Middle Aged corporate drone workers who between: Life, kids, job, and family time, have about 2-3 hours a WEEK to dedicate to DnD. That's only enough for a session a week, throw a completely new system into the works, and everyone is out.
It's why I can't get a game of 3rd together.
The actual money paying player base of DND is held together by the ducktape that is 40+ year olds that are clinging to their books, desperate to keep playing. The old style of "DM has all the books anbd stuff" has made a culture of only one person really needs to know the rules. Everyone else is just there to throw dice and drink beers/attempt to seduce X. No DnD is going to a "Everyone must contribute" model of ownership, and I'm guessing this will kill the hobby for WOTC at least.
The devs of Beyond actually made Demiplane and Pathfinder Nexus, which covers most of what you're looking for. Mind, adoption feels like it's been pretty slim, as it doesn't have 3rd party content from Infinite AFAIK, and both Archives of Nethys and Pathbuilder exist for rules reference and character building, and both of those are free (or a one-time $5 payment for Pathbuilder if you want the premium features).
I really would love to explore something "beyond" dnd (Sorry!) but I just don't have the time. The feat complexity does sound really appealing, because most often, I complain about how 5th Feats are basically worthless in the extreme (Inspiring Leader), or broken in the extreme (Sentinel).
I'm honestly hoping we can home brew some feats, because everything in 5th is dumb with a few minor exceptions.
FezzikDaBullgryn wrote: I really would love to explore something "beyond" dnd (Sorry!) but I just don't have the time. The feat complexity does sound really appealing, because most often, I complain about how 5th Feats are basically worthless in the extreme (Inspiring Leader), or broken in the extreme (Sentinel).
I'm honestly hoping we can home brew some feats, because everything in 5th is dumb with a few minor exceptions.
Inspiring Leader is only worth (Party Member Count)(Charisma+Level)(Number of Short Rests per day +1) HP, assuming the party totals to 6 people or less.
So, you know, only worth about 32 HP per rest on a 16 Charisma Level 5 PC in a four-person party. Or about as much HP per rest as an entire extra 14 Con Wizard.
Clocks for the clockmaker! Cogs for the cog throne!
Stuff like Polearm Master, Great Weapon Master and the Archery Version (probably Archery Master?) should be class abilities rather than feats. Feats are optional in 5e but if you don't allow them for Fighters, they lose quite a lot of their potential utility. When you allow them for everyone, Spellcasters benefit bigtime as well, which they don't need. If you're making an ability or set of abilities you expect everyone taking a class to use, just build them into the class itself. Same goes for stuff like Hunter's Mark. Just make it a class ability. That way newbies won't build their character "wrong" because they didn't understand the intent, and will have a better game.
(Alternatively, design a more elegant system that doesn't require all these extra packages of abilities to make martials compete)
In the released notes, it appears most of the "feats" of 5th, and class abilities of 3rd, will be class features in 6th/Next. Like Cleave, Great Cleave going to Fighters/Barbarians, and Eleven Accuracy/Bountiful Luck going to Elves and Halflings respectively. I think dual wielding is potentially going to Rangers only, or it's just a feat to make it viable, and everyone else will get disadvantage.
I like the idea that you have leveled feats. I wonder how they will incorporate that into the non-martial classes?
Hottest of Hot takes: Warlocks, Sorcs, and Wizards all need to roll back into one class - MAGIC USER, and make them character creation options. Hell, throw Clerics and Druids in as well. Paladins stay in the Martial group, but I'm sick of the magic diversity causing chaos on feats and spells. OH, you can't take that feat, it's Warlock only, or Tiefling only.
Also, Keep Wizards a paper weight class, but give them 100% access to all spell, racial and feat choices regarding magic. You want to be the most powerful, you gotta take the weakest character in the lineup.
Meh. There was nothing there that interests me. I sometimes grab specific DnD books because I like specific things (Eberron). The PHB is sometimes interesting just to see how the rules are shook up. But this doesn't sound like anything worth exploring.
These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
We have been playing another system (Das Schwarze Auge) for almost two decades and only recently got the 5e books for smaller games in between. Compared to our usual system D&D is relatively simple and less complex, so it's kind of a "we want a game night or two that are just simpler than usual" backup.
Regarding the edition switch I doubt we will get the new books, maybe (!) the Players handbook and just port over the bits and bops that we like as soon as they pop up online. As it is our system for me as a DM to relax, I'm handwaving a lot of things anyway.
But as I just read the most recent things here: looking at the feats of 5e at least I was also surprised (coming from another system) about the vast range of usefullness. From things like polearmsmaster etc. that are incredibly useful to others that are basically just fluff at best. Regarding how hard it is to get a feat at all that is pretty strange. Also I kind of miss... lets call it "racial feats" that lean into whatever race/background you have. Things like a feat that makes a high elf a little more "high-elfy" with additional cantrips etc. or increase the elemental/infernal aspect of Genasi/Tieflings showing that their heritage is starting to express itself more etc.
I'm not up to date with 5.5/6 but it would be cool if they adressed that.
Alternatively just as a homebrew I considered dividing the feats in "full feats" like polearmsmaster etc. and "half feats" like the more fluffy ones, so that if you decide to take one of the weak ones you can take another weak one on top.
This message was edited 1 time. Last update was at 2024/08/31 06:47:34
I'm not currently playing D&D (and don't have any concrete plans to in the immediate future) but I am curious of any opinions regarding the changes. I've only personally ever looked at the dnd beyond free rules/SRD they just recently put up and even that was just cursory to see how many options they included (like subclasses, origins, feats, races, etc) compared with PHB.
We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
While i've heard the book in nice from an art and layout perspective, but looking over what all was changed, i don't feel the need to update
from my 5e handbook in the off chance i play DnD instead of pathfinder 1e or something else my friends and I already have books for
I've honestly not heard anyone i know or game with mention picking it up either, instead talking about maybe giving pathfinder 2e a try
or seeing how things turn out for the second ed of starfinder
greenskin lynn wrote: While i've heard the book in nice from an art and layout perspective, but looking over what all was changed, i don't feel the need to update
from my 5e handbook in the off chance i play DnD instead of pathfinder 1e or something else my friends and I already have books for
I've honestly not heard anyone i know or game with mention picking it up either, instead talking about maybe giving pathfinder 2e a try
or seeing how things turn out for the second ed of starfinder
I picked one up because I had credit in the LGS to get it for free.
Your assessment is 100% correct.
The only noticeable change outside of the Feats was ‘races’.
They aren’t ‘races’ any longer and are now known as ‘species’.
Half elves and half orcs are no longer a thing either.
Outside of that, there’s no reason at all to change from 5E.
I won’t be getting the DMG or MM 6E for this reason.
warboss wrote: I'm not currently playing D&D (and don't have any concrete plans to in the immediate future) but I am curious of any opinions regarding the changes. I've only personally ever looked at the dnd beyond free rules/SRD they just recently put up and even that was just cursory to see how many options they included (like subclasses, origins, feats, races, etc) compared with PHB.
A few first impressions of the new PHB from a forever DM:
-There are things you might not want in your game that are now baked into the core rules. Feats and multiclassing are no longer "optional", firearms (that can shoot every turn), and PC races with flight stand out.
-Everyone starts with a feat tied to their background and humans start with an extra feat from any background. The racial attribute bonuses have also been moved into backgrounds. The more egregious feats have been toned down and I don't really have an issue with their power, but I'm not in love with the backgrounds being quite so important to character generation and would prefer those to be more of an RP choice.
-Weapon Mastery seems like the other major change, and the options seem to be very powerful. I think this will make a huge impact on the tabletop. All of the non and half casters (except Monk) get these benefits and everyone else can get them by taking a lv 4 feat. While intelligent weapon choice by an individual player will have a big impact on its own, these new rules heavily incentivize team tactics. It reminds me a lot of PF2 without the scaling and with magic that works.
I'm tempted to try it out on the tabletop as I find the weapon stuff interesting. Naturally, I'm less interested in their online ARR farming schemes.
Thanks. I watched a few videos explaining some of the changes once the PHB review embargo lifted and the weapon mastery sounded like the most interesting change to me personally. We always played with feats and multiclassing in my two 5e campaigns (about a year each) so the change to make them mandatory doesn't affect me. While 3/3.5 went overboard with feats (especially for the fighter), I do think the pendulum swung a bit too far in the opposite direction and background feats were a great addition once 5e introduced them a few years back with some of the expansion books.
We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!