D&D 5.0 What do you think needs to be addressed?
#1
Posted 11 May 2009 - 01:04 AM
- Weapon proficiencies and skills were fleshed out a lot better than they ever were in AD&D.
- Feats provided the capacity to customize characters to fill a certain niche.
- Prestige Classes were introduced to allow further customization/flavor.
Where 3/3.5E failed:
- Wizards/Spellcasters still sucked at low levels and owned at high levels.
- The rules got overly complicated.
- Many of the feats were underpowered/overpowered.
- Many of the Prestige Classes were underpowered/overpowered.
- All of the customization you could do ended up being narrowed down to what was most useful/powerful into two or three options for each class.
- Multi-classing was turned into "the suck" for long term viability. If you did anything more than "dip" into it, you only crippled yourself.
In 4E:
- Weapon Proficiencies and skills were further streamlined.
- Feats provide the opportunity to customize, and are more balanced overall.
- Prestige Classes replaced with Paragon and Epic Tiers, which are flavor classes that give a handful of new powers while you progress in your primary class normally.
- Wizards/casters in general are more balanced with the physical damaged based classes do to the way the game handles powers.
- Added "henchmen" as a creature type. They do full damage and have normal defenses, but only have 1hp. They're "adds" for the fight to take hits and deal damage without making it crazy impossible.
- The rules from 3/3.5E were streamlined, although they may continue to grow as supplements come out.
Where 4E fails:
- The game plays like a video game. Everything constantly scales as you level. Your AC, attack, and damage continue to go up, but relative to what you're fighting it remains the same. This makes you feel like you're not really progressing, even with the "9999" damages flashing across the screen.
- There is still an imbalance in feats and the "tiers" that replaced Prestige Classes.
- Multiclassing stiill sucks and is not a viable long-term option.
What I'd like to see in 5E:
- I'd like to see long term multi-classing return as a fully viable long term option (as it was in AD&D).
- I'd like to see Feats become even more balanced.
- I'd like to see the class variants become a little more differentiated from each other.
What about you guys?
#2
Posted 11 May 2009 - 03:56 AM
Balance
balance is a tricky business. The fact of the matter is, as long as differen options exists within the same game (i.e. combat and social situations, while technically under the same game, are fundamentally completely different situations), you will never have complete balance. (that is, unless you were to reduce the game down to just one class, with one progression path, and no fun at all) And the way the D&D franchise has been handled, you will probably never see it get better. Part of this owes itself to a number of factors.
1. Lack of iterative design process
Any game that has achieved a high level of balance without sacrificing diversity and variety in design does so by having version tweaks and by repeating this process multiple times. Street Fighter did this, Starcraft did this. Hell, Chess has gone through probably millions and millions of versions itself. D&D does the iterative versions, but they are not progressive tweaks towards a finished product. They are all completely different products. (The only exception is 2E and 3E, but then both of them have their own unique issues)
2. Lack of end user feedback
While you can get a lot of iterative feedback done during the development phase, the best feedback will ultimately be the end users. Responding to the player feedback in a positive and deliberate fashion is one of the best ways to help give a system with a huge variety better balance. Just looking at 3.5 game you can tell easily that a large number of their feedbacks were not from the player community, but from the devs themselves. As a result, rule anamolies such as the diplomancer, the candle of evocation trick, etc, were never corrected or at least errata'd. And of course, often times they will fall back on things like "well, the DM should be able to spot this." While yes, that is how we as DM and players should handle it, from a product design stand point, that is just sloppy work, not to mention unfair to newbie DMs.
3. legacy design issues
there are a lot of things that d&d has taken on as simply legacy design concepts. things like alignment and such have often produced more problem in play then actually proven useful as a roleplaying tool. In my opinion, there are far better ways to add roleplaying depth to a character in a mechanical fashion. (i.e. beliefs and instinct system in Burning Wheel, Aspects in Fate, etc)
The more I look at the these issues all together, the more I feel that the balance achieved in 2E seem more like a fluke than actual deliberate design. 4E, of course, takes it too far, and basically neuters a lot of the flavor and variety the game provided. Not to mention it's so damn combat intensive that it's really just steps away from being miniature war game. (and no, skill checks do NOT work well)
#3
Posted 11 May 2009 - 04:17 AM
well....
- Instead of a brand spanking new 5E, I'd rather see 3.51E, 3.52E, and so on.
- setting materials that is for once, actually easy to use (instead of being a labrynth of information)
- some help on managing information
- I would also love to see some tips on running the game beyond just the bare minimum. (for those who are curious of what I mean, read the entire back section in the Spirits of the Century SRD. It's basically 100 pages on how to be a better DM.)
- Having multiple, viable options rock. Having always just one and exactly ONE options that clearly stands out from the rest almost all of the time is just plain stupid from a tactical standpoint. (meaning, the game has no strategic depth)
#4
Posted 11 May 2009 - 04:36 AM
Your damage doesn't scale evenly as you level since it's dependent upon your powers. If you're focusing on a class (leaders and controllers are awesome) that doesn't depend on damage, your effects and capability changes and upgrades as you level.
I'd much rather have my AC and Attack scaling than having to heavily depend on magical gear to keep myself falling behind or getting too far ahead that I make other players look weak as well as becoming no challenge for my character. I'm extremely glad they took out most of the magic item need and even added a simple bonus to give to characters if the DM wanted to run a low magic game. In 3e, your attacks scaled with your BAB. If you didn't know how to manipulate it, you became ineffective. If you knew how to manipulate it, you became too powerful and the game got boring when you couldn't miss. Damage in 3e was far too easy to tinker with (until high levels when fighters couldn't keep up with casters anyhow).
The scaling puts the rules in the background for us. We don't worry about the rules and we are focusing on teamwork and the story. Last game between combat rounds, we were discussing our conversion to another god and our backstory instead of rules and bonuses. It's working great for us.
I know people have issue with multiclassing but it's now one of the systems within the game you need to know how to work. You also have to know that multiclassing is continuing to be developed as more is developed (I imagine one could really dislike that method) Half of our group have grabbed a multiclass feat. There are a handful of ways I would like to go long term multiclassing but I made my character long before the PHB2. There are awesome things to do with MC once you learn to not worry that you didn't tweak because you're getting more capability in return if done right. And many classes won't mix together and I'm fine with that.
As for unbalanced tier/feats, I'm not sure what you mean. There are some 'lesser' feats that fit specific builds that are weak if taken by a different design. Other than that, the new Weapon Expertise and Implement Expertise from the PHB2 are the only glaring flaws for me (both assign a +1 to hit to make up for a design error in the higher tier math IMO).
The flaws that I see in 4e?
Stun. It's fun for a player to have a stun power to help lock down a monster for a round. It's very powerful and it doesn't appear much. However, monsters have that and causing a player to miss a complete turn is one of the issues they wanted to take out of the game. The dracolich specifically can lock down a whole party with stun and it really shows how it sucks in the game. I'd replace it with daze at least. Perhaps mimick the Sleep wizard power with two saves before stunned.
Skill Challenges
They have seen errata. In fact, all the DC charts have seen errata almost. Even after changing the DCs for Skill Challenges and changing the number of successes vs. losses, there is still a bad mathematical curve to winning and losing a skill challenge. I'd wish it was cleaned up before release but it's one of those things that you can figure out the poor math but still find that it works good at the table.
My personal view:
I will find more flaws with 4e in the future. But the rules aren't so important anymore. It plays like older editions for me and with Quest rewards I'm tracking the story much closer now. The majority of the group doesn't have time to think about the game when we're not playing so I'm very glad there is no system mastery advantage in the game. I was burned out on playing but I got back into gaming due to several games that were easier to play (not just 4e but it was one of them). I still like playing 3e but I won't bother running it.
#5
Posted 11 May 2009 - 04:52 AM
The problem is that the system as of right now does not distinguish between successes that actually do further you along your goal and successes that simply AID your ability to succeed. i.e. say I want to crack a safe in a bank, and I need say, 4 successes. I could do one action to research the lock type, one to get schematics for the bank, one to figure out the bank guard duty rotation, and one more on figuring out the guard profiles to know who I might be able to exploit. Say I get successes on all 4, by the rules, I should succeed, right? The problem is, I haven't actually done all of this yet! Really, all of these things I've done should provide a nice chunk of bonuses when I make the relevant checks, but I haven't actually gone in, cracked the safe, and gotten out.
My example here is obviously quite absurd and no GM worth his salt would fall for this, but by RAW, this is totally legal.
#6
Posted 11 May 2009 - 05:03 AM
Skill Challenges should be done for an action that takes places over time. Instead of breaking into the safe, perhaps discovering how to break into a building that contains the safe (the actual breaking in and opening the safe is done with more simple skill checks). Success gives you bonuses and a secret way while failure makes you almost go through the front door. The DMG isn't explaining this very well to people new to skill challenges. It's not very good at helping you come up with your own and lacks a long list of examples. The skill challenge section should have been much larger.
#7
Posted 11 May 2009 - 05:13 AM
D&D has ALWAYS had this problem. This is why good GMs are hard to find, because the best practices are not being taught or passed out for some reason. The end result is that every new GM who picks up a DMG has to learn to become a GM from scratch as opposed to learning from what people have already experienced for years and years.
If it were up to me, I think the next D&D product shouldn't be another expansion manual, but rather a manual that simply talks about how to be a better GM. Seriously, a book on good GMing and general best practices on GMing? I'd shell out money for that.
#8
Posted 11 May 2009 - 05:20 AM
For new DMs, the 4e DMG is probably the best one ever written. However, it still lacks information on a couple key areas; skill challenges being the largest oversight. Overall it is excellent compared to any past DMG.
This post has been edited by lgm: 11 May 2009 - 05:21 AM
#9
Posted 11 May 2009 - 09:15 PM
As for what's good or bad about 4E, I've hardly played it (one barely-started PBP and one that only got as far as the first combat don't count), so I'll hold any judgement. But in any event, I *do* say it's kinda early to be talking about 5th edition :P
#10
Posted 12 May 2009 - 04:36 AM
#11
Posted 12 May 2009 - 12:06 PM
lgm, on May 12 2009, 05:36 AM, said:
That's mostly correct. It's what I wish they'd done differently and want to see addressed in the next edition/revision.
The core classes are pretty good, but the multi-classing isn't. While you may not need multi-classing because the core classes are good, I like the RP aspect behind multi-classing (such as a fighter/cleric without being a righteous paladin). Also, if they include it - which they did - then it should be done better.
#12
Posted 12 May 2009 - 12:20 PM
I have to say that I don't care for all the core classes. The cleric and paladin specifically suffer from multiple attribute dependency where they need to have 3 good scores instead of the standard 2 good scores found in all other classes including the phb2. I believe they realized their error in design a few months after release unfortunately. It does take a bit of work to clear up the issue. I'm hoping Divine Power has some form of work-around (feats?) or builds that address the issue.
#13
Posted 12 May 2009 - 03:30 PM
I'm on the multi-class bandwagon. I loved the ability to tinker in 3e and basically create my own unique build with a clever selection of classes. My characters would never dip into fewer than 3 classes and as many as 7 in some cases. I thoroughly enjoyed the min-maxing aspects of the game, along with the selection of optimal gear. Essentially, 3e required two things I enjoy immensely: the gathering and interpretation of rules knowledge, and the judicious application of that knowledge.
So to that end, I wish that 4e had more choices. I think that as more supplements come out, there will be more feats and abilities to choose from, and perhaps better ability to snag powers and abilities across classes.
#16
Posted 12 May 2009 - 08:52 PM
STR: 10/10
CON: 16/18
DEX: 9/9
INT: 12/12
WIS: 16/17
CHA: 18/21
He's level 7, has a +13 attack roll, and I made all of his class powers charisma or wisdom based.
It's hard to do with only two good status, though. LGM is right about that one, but I find most characters need three good stats.
#17
Posted 13 May 2009 - 12:27 AM
#18
Posted 13 May 2009 - 01:13 AM
Goober4473, on May 13 2009, 01:27 AM, said:
I think Constitution is a secondary or, at least tertiary, stat for any tank class, which pushes Paladins to three: Str/Wis/Con or Cha/Wis/Con.
#19
Posted 13 May 2009 - 03:44 AM
Goober4473, on May 13 2009, 01:27 AM, said:
With class features needing both Charisma and Wisdom, try building a Strength paladin that is as good as a Charisma based one. You'll soon learn that you need both a good Cha and Wisdom. The power selection also favors Charisma as there are more Cha powers and in some cases, there are no Str. powers at certain levels. Cha powers can be obvious choices over Str powers at certain levels as well. The main paladin class feature is Divine Challenge which defines his ability as a defender. Without a good Charisma score, a strength paladin becomes a very poor defender especially at higher levels.
#20
Posted 27 May 2009 - 03:51 AM
#21
Posted 27 May 2009 - 04:25 AM
but seriously, whenever I look at anybody's char op for 3.5 now a days, it always includes a ridiculously long list of PrCs trailing it, which looks... well... retarded. it's why I don't even bother with Char Op anymore.
#22
Posted 27 May 2009 - 01:01 PM
Player: Hey! I'm no power gamer!
Me: Huh? You got the system mastered and you know how to tweak your concept.. what's not power gaming behind that?
Player: I don't munckin anything. I have a background story that justifies it all.
Me: I don't care. I'm just saying it's a really strong build. Wait, you felt you had to.. justify it?
Player: That's not what I mean. It's not broken.
Me: No, it's just all sorts of schizophrenic. The splat books ejaculated all over your character sheet.
#23
Posted 27 May 2009 - 06:06 PM
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Which is largely because, instead of expanding the feats repetoire and giving PCs enough generic feat slots to fill out powers and abilities, characters have to take PrCs to get certain abilities. Want to be able to stand from prone without taking a move action? Sorry. No feat for you. Heck, not even a specialized application of the Tumble skill. You have to take a PrC that has the Kip Up power. Want to lessen your TWF off-hand penalties more? Sorry, no feat for you! You must take the 5 level Tempest PrC.
Monte Cook's Arcana Evolved did a much better job of slotting powers and abilities and making the feats/spells more generically accessible, but even it could have gone further. The only alternative that was ideal was the Generic Classes in the Unearthed Arcana books. But it was more done as a "Hey, you could house rule like this..." that stripped away the gilding on 3e, exposed the bones, and stopped. If you really wanted to play that system, be prepared for a lot of work behind the scenes to convert over the powers and abilities you wanted.
That's the one thing I appreciate about 4e. Lots of feat slots, lots of generic feats that are ability specific as opposed to class specific, and the ability to dip into other classes without actually taking levels in that class. I also like the fact that most of the content creation has been brought in house. It makes it more consistent and helps to balance out the power creep.
#24
Posted 27 May 2009 - 07:11 PM
#26
Posted 29 May 2009 - 11:38 AM
#27
Posted 06 June 2009 - 10:27 AM
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This is exactly why I did not like 3e. Actually, OotS sums up why I didn't like 3e as well:
http://www.giantitp....s/oots0126.html
Personally I really have enjoyed 4th edition. Skill challenges have been totally house ruled, but the party is enjoying the mechanics and flow!
Changes could include magic item / treasure availability. I think 3rd edition was monty haul, and 4th swung way the other way...
This post has been edited by sirtayls: 06 June 2009 - 12:28 PM
#28
Posted 07 June 2009 - 06:52 AM
I'm don't believe treasure availability is an issue. As in 3e, they offer guidelines that you are free to mess with. They do hand out less treasure which I personally prefer but because the treasure parcel guide is far more exacting than anything that came before, it's extremely easy to keep track how high or low a group's treasure is according to the measure. The expected gold can be converted to magic items by the DM or the players so it tracks as well.
Now if you're playing the H-series modules (Keep on the Shadowfell; Thunderspire; etc) you will want to toss out much more treasure since the first released module series doesn't even follow the treasure guideline <_<
This post has been edited by lgm: 07 June 2009 - 06:53 AM
#29
Posted 12 July 2009 - 07:38 AM
a) expensive
2) have a long casting time and
iii) have a limited purpose
I think if a ritual hit one or maybe two of those they would work. most (but not all) seem to hit all three.
#31
Posted 19 August 2009 - 06:20 PM

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