Pen & Paper - Spielsysteme > D&D5E
D&D Next
La Cipolla:
Now for something completely different: Mike Mearls über Monster-Design.
Das Wichtigste:
--- Zitat ---One area that we've seen a lot of comments on—both online and in the playtest survey we sent out—concerns monsters. Right now, our monster design is rudimentary at best. We're taking a few cues from each edition and leaning on some system math that is far from final. At this stage, though, I can give you some insight into where the design is headed.
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Er hat ein paar grundlegend (!!) coole Ideen für Zauber in den Stat-Blocks (hört, hört ...! ;D), aber auch für NPCs, EXP, Encounter-Building und verstärkte Monster. Ist viel 4e mit drin.
kalgani:
Was in dem Fall auch OK ist, denn die Stat Blocks der 4E waren wirklich praktisch.
Jetzt noch einen schönen Flavor Text dazu und ich wäre wahrscheinlich glücklich ;)
La Cipolla:
War auch keine Kritik meinerseits, was die Monster angeht, ist die 4e klasse. ^^
Auf den Flavour-Text kannst du dich verlassen (bleibt nur abzuwarten, in welcher Form).
kalgani:
Hab gerade nochmal ins 4E MM geschaut, die Sortierung komplett nach creature type war wieder mal gewöhnungsbedürftig...
Aber macht die nach eingewöhnung sinn? oder doch lieber soviel wie möglich alphabetisch sortieren?
Aber die Falvortexte sind reichlich dürftig und gefühlskalt geschrieben...
da hoffe ich wirklich auf eine rückbesinnung zu zeiten wo Monster mehr als ein Stat-block waren.
La Cipolla:
Sehr interessantes Rule-of-Three diese Woche!
Wie zu erwarten: Optionen für optionsreichere Krieger, Gelegenheitsangriffe, Flanking u.ä. werden kommen, u.a. schon im nächsten Playtest-Paket.
--- Zitat ---Any chance we could get a peek at some options that could make the D&D Next version of the fighter class more interesting or complex?
Absolutely! In the coming weeks we'll be addressing the feedback we've gotten on the fighter (as well as other things, but the fighter is one of the first things we'll be tinkering with). We've said from the beginning that we want to include ways to build fighters that stand across a spectrum of complexity, and we presented only the simplest fighter in the pre-gen characters group. Plus, some of the things we'll be doing to give more tactical options to the fighter will also affect other classes, like the rogue and potentially even the cleric.
Will attacks of opportunity, area effects, and flanking make a comeback in D&D Next?
The answer is yes to all three, but in different ways. We already have area effects in the game, mostly in the form of spells. We have some ideas about flanking, but those ideas are more likely to show up in a tactical combat module that would sit alongside guidelines for using the grid more effectively. As for attacks of opportunity, a big piece of feedback we're getting from the playtesters is that it's too easy for spellcasters and ranged attackers to get away from melee combatants, so we're discussing some ways to address this problem with a modified version of opportunity attacks. The goal is to keep things streamlined and fast (we're getting a lot of positive feedback right now on the speed of combat, and we want to keep it that way), but we do want to explore something that keeps characters from fleeing melee with no consequences.
Does spell failure exist when wearing armor in D&D Next? Will spells stay the same as is or will be material, somatic, and verbal elements added later?
We don't have arcane spell failure in the game right now; instead, in the description of the wizard's spellcasting ability, you'll note that you simply cannot cast spells in armor. As for material, somatic and verbal components to spells, in the Magic section of the How to Play document, we say, "Unless a spell's description says otherwise, a spell requires you to chant mystic words and complete intricate hand motions. Some spells also have material components that are required for casting." So, the default assumption should be that all spells have the traditional somatic and verbal components, and any spells that have material components will say so.
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