seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
[personal profile] seekingferret
I ran a D&D 5E playtest last night. I'll be running another game with different players, some of whom read this, tomorrow night, so I won't talk too much about the specifics of the adventure. But I wanted to post about the playtest so I can get my thoughts out.

It's a much, much simpler system than 4E, certainly as presented in the playtest materials. Combat is faster, with far fewer in the way of mechanical choices and a lot more freedom given to rule of cool and theater of the mind instead of miniature battle minutiae. In this sense, it seems more in line with 'old school' combat as I understand it, though unlike 'old school' rpgs, there are unified, relatively comprehensible mechanics for everything. I suspect I would have an easier time teaching the system to new players than almost any other full-scale (i.e. not like DREAD, designed only for one-shots) rpg I've played.

Healing's a lot tighter than 4E. I'm not clear if the death rules as written are tighter than the 4E rules on which they're based, because I wasn't really interested in running through them. When my players got knocked out, I gave them a prison-break scenario rather than running through all the death saves. I suspect that the 3 saves and you're stabilized mechanic means these death rules are overall less lethal, though. The one time a player actually got to do a number of death saves, he easily stabilized.

Advantage/Disadvantage rules definitely simplify combat modifiers, but the rules were sufficiently different that I found I was struggling at times to remember when advantage or disadvantage applied. I'm pretty sure with more comfort in the system, this wouldn't be a problem. There were a few other combat rules I missed. I know Attack of Opportunity rules are notoriously complicated and hard to remember, but there was a moment in this game when I said to a player "If this system had Attacks of Opportunity, you would definitely be provoking one right now." I invented an adjudication on the fly for him to duck in between the swarm of kobolds to give his ally a healing potion, but this was probably the moment I was most frustrated with the combat rules. Though to be honest, I would have been happier if the player had tried to distract the kobolds in some way instead of just bulling his way through. I was on the border of just telling him it couldn't be done, but there was a lot of adventure ahead and I just decided to let him give it a shot with a high DC and move on. There's a lot of stuff that system has nothing to do with, where it's just about what the players want and what the DM is willing to let them get.

Our other major note was on the skill rules, or lack of them. Virtually everything is just an ability roll, with specialized skills noted with bonuses to ability rolls. It made for fun freewheeling, but I think in a diplomacy-heavy game, or just in a long-term campaign, this lack of mechanics would get frustrating to me. The skill system has been eroding with each edition, and I already didn't like how coarse the 4E rules were compared to the power and clarity of the 3rd edition skill system. In a one-shot adventure the skill rules were fine, especially for players and a DM learning the system, but if I were running this in a campaign I would have to mod the skill rules.

All told, it was a fun night for both players and DM, I think, though I need to see more of the system before I'd decide what I feel about it. I'm especially interested in seeing their character building rules. It looks like they have interesting ideas, but we didn't get much of a look at them.

(no subject)

Date: 2012-05-30 10:53 pm (UTC)
allandaros: (Default)
From: [personal profile] allandaros
The skill system has been eroding with each edition

::narrows eyes::

(no subject)

Date: 2012-05-31 04:14 pm (UTC)
allandaros: (Default)
From: [personal profile] allandaros
Hah! You, ah, actually focused on the part of my comment I wasn't stressing. My eye-narrowing related to the fact that the skill system hasn't been narrowing with every edition - it started at zero, expanded, hit its peak in 3e, and then got slimmed down in 4e.

Anyway, going on to your comment: I definitely don't agree that it's more satisfying to succeed in a "swim" check as opposed to a generic strength check. I don't like the idea of having to put points in every little thing that my character can/can't do. The question then arises - how do you decide what characters can or cannot do? I favor common sense, talking it out, and GM adjudication* over a strongly defined skill system.

*A and B are trying to smooth-talk someone in a con game. A has done his research and knows the mark very well, B is just starting out. I would be fine with A getting D&D5's 'advantage,' getting a bonus on the smooth-talking, getting a bonus contingent upon use of the research...any one of those being used to model A's benefit here would be fine by me.

(no subject)

Date: 2012-05-31 08:51 pm (UTC)
allandaros: (Default)
From: [personal profile] allandaros
Or it might be a Dex check to jump across the river. (One thing that you could adopt is making ability checks on varying numbers of d6 - 3d6 for an easy task, 6d6 for something fiendishly difficult.)

In regards to your question on systemization, having an ad hoc basis allows for the potential of more dynamic representation of certain events. Let's take your river thing - that could well be represented as "test to see whether you're able to swim against the current, then test to see if you can keep your orientation." Or you could say "You've just got a flat 35% chance to get caught in the undertow." I'm fine with that variety and ability to more precisely model what challenge the GM wants the issue to pose.

I find skill systems often wind up preventing player skill from having a significant effect on play. I can deal with the subterranean river being a swimming check (though I resent having to put points in swimming). But it's frustrating when someone trying to use common sense to disarm a trap is shut down because they don't have any points in "Disable Device."

Ultimately, I find that a skill system leads to shutting off creative options for me (http://beyondtheblackgate.blogspot.com/2012/02/moldvay-theres-always-chance.html). I feel trapped by the character sheet in 3.x. It says "you can only do these things," rather than "you can try anything."

I'm well aware that this is subjective, nothing definitive, but it's incredibly frustrating and off putting.

(no subject)

Date: 2012-05-31 02:46 am (UTC)
From: (Anonymous)
I think I'll stick with 3.5. I think it has a good balance between rules and flavor.

-Noah

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seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
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