Pen & Paper - Spielsysteme > D&D5E
D&D Next
kalgani:
hab den gerade einfach mal copy & taste gezogen, als falls der irgendwann weg sein sollte kann ich ne textdatei davon hochladen
Robert:
Wie schmeckt denn
--- Zitat von: kalgani am 16.05.2012 | 21:45 --- copy & taste
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? ~;D
kalgani:
ui, da hab ich aber ordentlich weit daneben gehauen >;D
das 'T' ist halt das neue 'P' ;D
Holothuroid:
Ich ezxerpier mal, was sich eher auf das Spiel an sich und weniger auf die Playtest-Formalitäten bezieht.
Auf die Frage nach Gelegenheitsattacken.
--- Zitat ---I'm really not a fan of giving people extra turns in addition to their own turn. I think it really slows the game down. For movement and positioning, the goal is to focus more on terrain and interesting things to move to and around, rather than flanking and such.
There are off-turn actions in the game, but the philosophy now is to have them eat into your turn or have something you have to set up. For instance, instead of everyone automatically getting opportunity attacks, a character might need to take a feat or choose an ability that basically says, "If you make a melee attack on your turn, you get one opportunity attack for the next round."
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Zu Conditions:
--- Zitat ---We're trying to keep the list of conditions slim and make it apply to things that are obvious changes in the world. For instance, right now invisible and ethereal are on the list of conditions. We also added intoxicated. Basically, what are things that when they happen to you have a clear effect on how you interact with the world?
here's another thing - with stuff like paralyzed, we're dealing more in describing what happens rather than trying to make everything mechanical. So paralyzed says that you can' t move your limbs. Spellcasting specifies that you need to move your arms to cast a spell. Thus, a paralyzed creature can't cast spells.
The idea is that we give the DM clear mechanics, but also make it clear what's happening in the world so the DM can make any judgment calls as needed.
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Zu Encountern <=> Abenteuern:
--- Zitat ---Mearls:
The biggest thing is making it OK for one character to own a particularly encounter. If the wizard casts sleep and KOs a group of six kobolds, that's OK. In the next encounter, the rogue might sneak up on the kobold shaman and gank him, or the fighter blocks a doorway and takes down a wave of attackers. Same goes for characters with good social abilities, and so on.
Mearls:
It also means for a much faster game - characters contribute in each encounter, but we can let someone shine without feeling that everyone must have at least 4 or 5 turns to do their thing.
Jeremy Crawford:
There is a tremendous amount of world texture that we can include when there isn't pressure to make everything count in every single combat encounter. We can include character options that speak to social situations, exploration, traveling on the high seas, hopping into other planes of existence, and so on, without segregating those options into little buckets.
Mearls:
It also means that "unbalanced" options are more viable. For instance, in one adventure the characters fought a gang of hobgoblins. One of the hobgobs was a beast master who used a whip and a prod to drive a pair of giant scorpions forward. The rogue sniped the beast master, so the scorpions turned around and had their revenge on the tribe.
Mearls:
It ended the fight pretty quickly, but it made for a fun adventure. The characters ended up luring the scorpions into a room with a window, locking them in there while the rogue climbed out.
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Man kann Cantrips über Themes bekommen.
Noch keine genauen Pläne für Prestigklassen / PPfade.
Zum Tanken:
--- Zitat ---Mearls:
There are two things. First, creatures grant cover. So, cowering behind people is a good idea. That said, the basic option for that rests in a theme right now. My feeling on tanks is that it's best if a player wants to do that, rather than saying an entire swatch of characters are assigned that when a player might want to be a fighter to be good in combat.
I'd rather it be clear that a player has taken a theme to do that and is getting into it because that's what the player enjoys doing in D&D.
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Zoidberg:
Dieses neue L&L von Mearls liest sich recht gut.
Vor allem wird mal ein zentraler Punkt angegangen, und das reduziert, das u.a. die Magier früherer Editions so stark machte - nämlich die lächerlich hohe Zahl an Spellslots. Im Prinzip war das Vancianische System gar nicht sonderlich verhunzt, schlecht waren nur viele Details. (unbalancierte Zauber, zuviele Spellslots in hohen Stufen, zuviel Schadensoutput etc. etc.) Diese waren das eigentliche Problem.
Zusätzlich hat sich dieser regeltechnische Schwachsinn von Edition 1 zu Edition 3 immer wieder weiter tradiert und keiner der sogenannten "Designer" hat was dagegen getan.
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