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Made in us
Combat Jumping Ragik






Beyond the Beltway

Resilience seems quite useful. +1 and a saving throw proficiency to any ability.

These spell cards that GF9 has produced, do they seem bland to anyone else? They remind me of the Adventure Games (Wrath of Ashardalon) style cards. The way the PHB organizes spells is sub-optimal, so cards, in theory, seem useful enough.

 
   
Made in us
[MOD]
Solahma






RVA

 Red Harvest wrote:
These spell cards that GF9 has produced, do they seem bland to anyone else?
They look fine to me but then again I think it is a complete waste of money. I could see using them in a group where I was the only person who bothered to buy any materials BUT I should much rather prefer to not let people see the rules at all in that case.

   
Made in us
Longtime Dakkanaut





 Red Harvest wrote:
Resilience seems quite useful. +1 and a saving throw proficiency to any ability.

These spell cards that GF9 has produced, do they seem bland to anyone else? They remind me of the Adventure Games (Wrath of Ashardalon) style cards. The way the PHB organizes spells is sub-optimal, so cards, in theory, seem useful enough.


I really like these kinds of aids. Flipping open a book takes precious table time and not everyone is great at memorization. It seems kind of superfluous at low levels but as spell lists expand people need reminders. This is particularly true of Clerics/Paladins and anything else they introduce that has Spells Known: All or wizards with brimming spell books. You can organize cards into stacks by level or role or whatever makes sense for you and that can be done before or after the game. Anything that potentially speeds play gets a huge thumbs up for me. I'll definitely buy some packs for my group if the game keeps going strong.

This message was edited 1 time. Last update was at 2014/10/04 01:11:46


 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

I like this sort of aid too. I have grown quite accustomed to cards, first through the D&D Adventure games and most recently with the Pathfinder Adventure Card game. They are a convenient way to keep character information.

The GF9 cards are so dull looking though (yeah, already said that.) Maybe I'll make my own. And a few other card types too. Have a character deck instead of a character sheet.

I have no understanding at all as to why WoTC organized the spells in the PHB as they did. At least sort them by class, if not by class and level. The alphabetized blob they did is a PITA.

 
   
Made in us
Consigned to the Grim Darkness





USA

If I was using spell cards I'd probably just make my own, I'm a cheapskate lol.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
[MOD]
Solahma






RVA

 Melissia wrote:
If I was using spell cards I'd probably just make my own, I'm a cheapskate lol.
For reals. Nothing wrong with a spiral notebook.

   
Made in us
Consigned to the Grim Darkness





USA

Yeah, and map pencils or highlighters to make it easier to find specific spell types.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Spiral notebooks mar the covers of hardback books if they are in the same bookbag. Three ring binders are better. If you use those, you could name your wizard Mitt the Magician(MtM) and say that MtM has binders full of... spells. Hard to read them though. He fired his long time scribe and out-sourced the work overseas.

This message was edited 2 times. Last update was at 2014/10/05 05:17:52


 
   
Made in us
Hangin' with Gork & Mork






Someone made a pdf of the all spells in order of spell level so I have just been copy/pasting the ones I know/learned into a document then make some minor changes. The first page has a list of spells per day, time for memorization, and spell slots that recharge on a short rest.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Consigned to the Grim Darkness





USA

I'll have to find that PDF then. That seems like a good source to have.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Here is an Excel spreadsheet of all the spells,
http://community.wizards.com/forum/player-help/threads/4136931 as an attachment to the first post.

Better than nothing.

And what an odd looking forum they have. I like how to joined date defaults to right before the start of Unix Epoch time. Lol.

 
   
Made in us
Badass "Sister Sin"






Camas, WA

Played our first pirate session on Sunday and it was a blast. My six-year old made his first character and joined in as well (making him the third generation to play D&D).

Stranded on an island full of creepy ghosts and found a mysterious map? Check.
Drunken barfight with press gangers? Check.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Servoarm Flailing Magos







 Red Harvest wrote:
These spell cards that GF9 has produced, do they seem bland to anyone else? They remind me of the Adventure Games (Wrath of Ashardalon) style cards. The way the PHB organizes spells is sub-optimal, so cards, in theory, seem useful enough.


"Bland' is subjective... I'm hoping they're functional, especially as 5e is back to some very wordy spell descriptions.

Although, I'm still most likely just making my own cheat-sheets, and even offered to make one for the friend playing a Warlock... One thing I've decided is 'important' for this edition is having a concise summary of what each character can do in a short/long rest so as to make resolving those important rests as easy as possible.

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
Made in us
[MOD]
Solahma






RVA

In a completely unsurprising turn WotC and Trapdoor have parted ways, so the "Dungeonscape" digital tools suite for 5E will finally be official vaporware:

http://www.enworld.org/forum/content.php?2013-DungeonScape-Closing-Down!#.VFJnK_nF98E

This message was edited 1 time. Last update was at 2014/10/30 16:30:35


   
Made in us
Hangin' with Gork & Mork






I would have guessed they would have waited for people to acclimate to Dungeonscape for a week or two before cancelling it.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Consigned to the Grim Darkness





USA

Well, that sucks.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

It was fully of bugs, but so was the 4th ed version when it began.
Using the Official 4th character gen tool saved us loads of time.
We'll be keeping an eye in this.

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Made in us
Hangin' with Gork & Mork






This seemed like the place for this:

Spoiler:

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
[MOD]
Solahma






RVA

No no no, this is just a merchant-themed campaign.

   
Made in us
Combat Jumping Ragik






Beyond the Beltway

Would Cashier be a regular class, or a prestige class?

So I ended up with a human wizard in my little group. There is a Dragonborn ranger, a 1/2elf paladin (to be a fey knight) and a human paladin. Our DM is 'translating' the Kingmaker campaign from Paizo into 5e for us. Should be interesting.

 
   
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Et In Arcadia Ego





Canterbury

http://www.bleedingcool.com/2014/11/04/mike-mearls-head-of-dungeons-and-dragons-rd-does-reddit-ama/




Home » Film » Mike Mearls – Head Of Dungeons And Dragons R&D Does Reddit AMA

Mike Mearls – Head Of Dungeons And Dragons R&D Does Reddit AMA
Posted on November 4, 2014 by Christopher Helton
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By Christopher Helton

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Mike Mearls, the head of Research & Development for Dungeons & Dragons at Wizards of the Coast did an Ask Me Anything at reddit the other day. Most of the questions asked were those things that you would expect from fans being given open access, but there were some good questions that were thrown into the mix as well. The reason that I find these thing interesting is that every now and then you get questions from a perspective of someone other than the seasoned interviewer, which means that some things get through the cracks.

There were no big surprises or reveals during his AMA, but there were still some interesting things for fans of the new fifth edition of D&D to find. I’ve picked through and highlighted some of the answers that Mearls gave that I thought were particularly interesting.

No answers were given about the DungeonScape app suite, the online and app-based tools being developed as character creation tools, losing their licensing, but I would not have expected a clear answer on that.

If you follow the link at the top of this piece you can find the AMA in its entirety.

220px-MikeMearls2012EnniesThe influence of previous editions of the game came up a few times. Buried in his questions, user NecronParish asked “Which parts of each prior edition would you say had the most influence in the development of 5E (4th ed’s AEDU [At-Will/Encounter/Daily/Utility] powers and structured feeling, 3.5′s variety, etc)?” To which Mearls responded “For influences: 3e’s core mechanics, and the concept of unifying things across the board, 4e’s approach to a core math foundation, and emphasis on giving every class something cool and unique (might sounds weird to people due to AEDU, but dud classes were a big issue in 3e that 4e really curtailed), 1e’s emphasis on the DM as arbiter and referee, taking priority over the system, 2e’s emphasis on roleplaying and storytelling, along with the 2e DMG’s presentation of options and variants for the DM.”

Similar to this was the questions about the influence of the OSR (Old School Renaissance), an online “movement” gathered mostly around blogs and social media to discuss and play the older editions of roleplaying games, as well as create new material for them, on the new edition of D&D. User DrRotwang asked “How influential was the OSR in guiding 5th? I know that guys like Zak Smith had input, but what was WotC’s impetus to listen to him — to us — in the first place?” And Mearls answered “It’s really about getting back to the core roots of RPGs, and seeing how things changed for both the better and worse over 40 years. There are a lot of assumptions that became embedded in RPG design that have been unchallenged. Looking back and really studying RPGs – both new and old – helped give us a sense of what we had to keep and what prior elements of the game needed to be re-emphasized.”

reddit-logo

User hans_co asked a similar question about the influence of the OSR and expanded to ask about the influence of indie roleplaying games upon the new edition as well. Mearls responded with “The concept behind the OSR – lighter rules, more flexibility, leaning on the DM as referee – were important. We learned a lot playing each edition of D&D and understanding the strengths and weaknesses each brought to the table. Similar to the OSR, I think indie games bring lighter rules via focus and an emphasis on storytelling to the table that we learned a lot from. While a traditional RPG like D&D by necessity has a much broader focus than traditional indie games, there’s a lot to learn there in being clear and giving people a good, starting goal or framework to work within. For OSR stuff, we drew directly on older editions of D&D. In terms of indie games, or games cut from that cloth, Dungeon World, Fate, and the GUMSHOE engine leap to mind. For more traditional RPGs, Warhammer FRP (hello, backgrounds!) and Pendragon definitely had their say on the game. Runequest and Rolemaster had an influence via 3e. The fun part was taking those design ideas and looking at how they’d work within a D&D context.”

A few of the classic D&D settings were asked about. “Planescape is definitely on the radar. It’s a great setting on its own, plus it is easy to link it to our other settings. That makes it a great direction to expand into.” On the long time question of porting the settings from the Magic: The Gathering game into Dungeons & Dragons game, Mearls said “Porting Magic settings to D&D would be cool, but we also have a lot of D&D material to work through first. That’s the biggest barrier – we have enough D&D material to last us a long time.”

From a design standpoint, user Abdial asked “Were there any features in DnD that you wanted to remove or heavily alter, but couldn’t because they have been grandfathered in for so long?” Mearls answers were interesting, to say the least. “There actually aren’t too many traditional pieces I wanted gone. It was more stuff I would’ve added to the game but couldn’t for reasons of time, budget, and priorities. Probably the only mechanic I’m not crazy about is XP and leveling. If I could, I’d build a system where gaining a new class feature is driven by story-based prerequisites. Like, you can’t learn to cast fireball until you’ve defeated a fire elemental and captured its essence, or after slaying the orc king a fighter can master a new battle axe technique.” He also said that he would personally want a “few more classes and races – goliaths, a fey race that isn’t an elf, centaurs dropped to size Medium and made a playable race; for classes, really nail down Psionics in a way that makes them fit with fantasy cleanly to the point that they can be in the Player’s Handbook without confusing people.”

To continued questions about PDFs and ebooks, Mearls’ best response was probably “We’re definitely looking at PDFs, ebooks, and other digital platforms, but no news yet. The goal with anything along those lines will be grow D&D, not just sell ebooks to people who already play the game, so we’re putting a lot of work into figuring out that side of the equation.”

When asked about the future of the D&D line, Mearls did give an answer that was echoed in a couple of other responses given later in the AMA. Does this mean that we might see an “Against The Mind Flayers” styled campaign coming from Wizards of the Coast? Maybe. “I’ll give you an example of a theoretical expansion. Let’s say we wanted to do psionics. We’d tie that to a campaign you can play, maybe one centered on mind flayers or a similar foe. The psionic sourcebook would be the player’s companion to the DM’s mind flayer campaign. The sourcebook would have all the info for creating psionic characters, along with world material for players who are creating characters for the mind flayer campaign. The player’s book might also have a chapter written from an in-world perspective on psionics and psionic monsters, the kind of information that a character might have access to or have heard. You can expect us to do one or two such products a year, to give people enough time to play through a campaign without overwhelming them with new options.” The answer does tell us that the development team seems to be thinking about the impact of continued supplements on the staying power of a game line.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
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Made in us
[MOD]
Solahma






RVA

Mike Mearls wrote:1e’s emphasis on the DM as arbiter and referee, taking priority over the system
I can see how they tried to do this but 5E ultimately plays closer to 3E and 4E than old school D&D on that score.

   
Made in us
Hangin' with Gork & Mork






I am trying to put together a short dungeon crawl and according to the system it says that for a group of 5 level 1 adventurers 3 goblins (or 2 orcs) is a 'Hard' challenge. Am I figuring this up right?

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Longtime Dakkanaut





 Ahtman wrote:
I am trying to put together a short dungeon crawl and according to the system it says that for a group of 5 level 1 adventurers 3 goblins (or 2 orcs) is a 'Hard' challenge. Am I figuring this up right?


Yeah that's a correct calculation.

Though especially at level one things are pretty swingy. A good initiative roll and a couple early hits could make the encounter either super-trivial or super-hard depending on the first few attack rolls. Honestly I don't find the challenge system to be super great so far. While the monsters are taken on their own fairly well-designed, there is just too much noise in how combat encounters play out to give a really objective view on what's "Hard" or not. It's not quite as worthless as the 3.P encounter guidelines, but if you're used to 4e it is NOT the precise tool it was there.

In general I've found encounters with more weaker monsters have been more satisfying to run and it seems like the PCs enjoy them more. I've really found myself actually decreasing the individual power of monsters but then padding the number of the monsters in the encounter to keep the challenge on. YMMV of course but I find lower counts of more powerful monsters tend to leave on side or the other reeling in a way that either feels a bit too hard or a bit too easy for what the chart says it should be. '

Feel it out, trust your instincts more than the book.

This message was edited 4 times. Last update was at 2014/11/07 15:28:49


 
   
Made in us
Hangin' with Gork & Mork






Well one less person than expected showed which I guess works out because two people didn't show overall. Scaling back just meant taking out an enemy. As it was the Giant Spider almost took out the whole group. It rolled a 20 on it's stealth in a dark room and kept rolling well on to hit and damage. It didn't help that the Warlock kept rolling 1 or 2 for damage. There was also originally a rat swarm in that fight but seemed a bit overkill so I just had them watch from the sideline.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

That Challenge Rating system seems a bit awkward. And goblins seem to be under-rated. Bonus disengage +shortbow is a nasty and lethal combo against low level characters.

Does anyone know how the CRs for inidividual monsters are determined?

 
   
 
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