Thursday, 2 January 2014

D&D Next: Is it any good? Part 1

It's been a while since I've had anything to say on the subject of gaming, hence the lack of posts in the last few months, but I'm currently running a game of Dungeons and Dragons at the Roleplaying club in Blackheath, and we're using the new rules set whose title flows between "Next" and "5th Edition." What I'm going to do here is give a commentary on the rules I have experienced and whether or not I think they're any good. I'll try to be as balanced as I possibly can.

A few things to keep in mind from this session:
  • We had fewer than the expected number of players because of some confusion over when the game was supposed to start, so we were running with 3 people rather than 6.
  • The rules we were working to are currently in closed Beta. I should imagine that the rules are pretty much as they're going to be in the final edit; currently they (Wizards of the Coast) are working through stat blocks of monsters etc to make sure everything is balanced. Or at least, as balanced as it ever gets in DnD.
  • Currently the rules make no provision for character generation. It is important to recognise this, particularly in the section that relates to ability checks, as some of the characters have Class Features that affect the ability checks and I have no idea how these are going to work when generating characters.
So without further ado, here is the first thing I want to comment on:

The Advantage System.

I like this. This is a system that innovates rather than iterates, by which I mean it brings something new to the game rather than tweaks a rule from the previous edition of the game.

The way it works is easy enough: Sometimes, the rules say that you have an advantage, or a disadvantage. Either way, you roll 2D20 rather than the usual 1D20. If you have an advantage, the higher of the two dice is used, if you have a disadvantage, the lower dice is used.

This is something I've been aware of for some time due to some naughty videos on YouTube posted during the early stages of the open Beta (you weren't supposed to put anything about the new content of the game on social media,) but what I didn't appreciate at the time was just how many situations this would affect. Hidden attacks, Aiding another, Dodge, Unseen Opponents all give rise to use of the advantage system, and that's just the core combat rules; I haven't even started on Spell effects yet!

But what's great is that this is a catch-all system that almost completely replaces adding or subtracting to your D20s when you make attack rolls or ability checks. That doesn't mean you don't do it any more - your D20 roll is still modified by the relevant ability modifier - but apart from a very small number of occasions that appear to be at the Dungeon Master's discretion, that's about it. How many times have you played previous editions, or Pathfinder, and found yourself saying something like: "OK, I got 12 on the D20, plus 3 for my Strength, plus 1 for the magic weapon, minus 2 'cause he's in cover, but plus 2 because he's my preferred enemy..." And when you get your final figure, the DM tells you you've missed anyway? With the advantage system, you either have an advantage (or disadvantage!) or you don't, and the only other thing that modifies the number on the dice is your attribute modifier. It's quicker, cleaner, and saves a lot of less-than-necessary hassle, so I'm pleased with this change to the rules.

The one situation in combat that isn't covered by this new advantage system is cover. I think this is because there is no way they were going to make it work across different levels of cover. The cover system now adds to the target creature's Armour Class and any saving throws based on Dexterity, depending on how much cover the creature is in. I won't go in to too much detail about this since it didn't come up in the game, but again I'm glad to see that this affects the target creature rather than the attacker, as this reduces the amount of adding/subtracting they have to do during the attack roll.

Ability Checks

This came up a few times during the game. It seems to have completely replaced the skill system from previous editions. From what I can see, what was previously covered by skills is now a list of things you might do based on your abilities. For example, where Climb was previously a skill, now it is a Strength test. Where Sneak was previously a skill, now it is a test on Dexterity, and so on. They still exist in name, but together with abilities, rather than separately as skills.

This is somewhat similar to 4th edition in that all characters can at least attempt all skills, and don't have to be trained in them in order to do so. However it has almost completely dispensed with training skills (where a character would, at the start of the game, be better at certain skills depending on his class,) or putting ranks in to skills (where a higher modifier would be added to the skill during the level-up process.)

Do I like this? Well it's hard to say at this point. I'm pleased with the fact that they're no longer pretending Skill Checks are anything more than a test on the appropriate attribute, as they did in 4th edition. It saves a lot of tedious mucking about with levelling up, as the only time it now makes a difference is if the attribute itself increases to the point where the modifier also increases. Skills increasing with your level was pretty much pointless anyway because all it meant was that the DM would increase the difficulty of the skill checks, just to keep them challenging.

For Pathfinder players, the fact that you're no longer putting ranks in to skills may be both a blessing and a curse. On the one hand it's not shutting you out of the game if it requires a check for a skill you either don't have, or don't have enough ranks in it to have much of a chance of succeeding. On the other hand, there's less scope for individual character customisation. For example, you may want your Rogue to be good at picking pockets, so you'd give him a higher DEX score when rolling up your character, but in reality he'd be no better at picking pockets than a Wizard who happened to put the same score into DEX. This particular example is fixed with class features at higher levels, but the point remains across the board - if you're good at a particular skill, chances are someone else in your party is every bit as good, if not better.

At least, that's my theory, because to be perfectly honest I never played either DnD 4th or Pathfinder at a high enough level to see how the skills affect the dynamic of the game at upper levels. Personally, I like this new system. It didn't affect the game at level 1 because currently all the players are doing that's different is looking at a different bit of the character sheet for the same information. But I think it will be significantly better than Pathfinder, because it will stop or at least reduce situations where the adventure is de-railed because it required a skill check in order to proceed and the one character who had the relevant skill messed up the roll; now all the characters can have a go and be in with a reasonable chance of success. It is just about better than DnD 4th because the only time you were ever really in control of what skills you had was during character creation when you added an extra 5 to four or five different skills, which would mean less and less in upper levels of play because the rest of your skills increased as you levelled up.

Exploration

This is something I wasn't so fond of. This is the first time I've come across a set of core rules that gives a specific section to exploration. It basically tells you how to move, hide and look for things outside of combat, which is fine, as it promotes the idea that yes, you are supposed to be doing these things.

In previous editions, most of this was actually covered by the adventures themselves, by saying what was in a particular area if the players happened to search it. In 4th edition, they also had Skill Challenges, which was a system by which you were supposed to make skill checks and get a certain number of successes before a certain number of failures. This could be used for exploration. In my opinion it felt a bit clumsy to use, as it was hard to balance the significance of success with an appropriate penalty for failure. However, it did at least get all the characters involved in the exploration process, and was clear about what was needed for success.

In the adventure I was running, the characters had to explore to find an ancient temple where a Dragon was currently residing. The problem was this: at no point during the adventure or the rules did it give any indication of how this exploration was supposed to play out. I knew, for example, that I was supposed to roll a D20 for every hour they explored and spring a random encounter on them if a certain range of numbers came up, but I had no idea what they were supposed to be doing in the hours they spent exploring. In the end, the players told me they were following an NPC who was acting as a guide, and I gauged the speed they were moving with the time they ought to have taken to find what the guide was leading them to, which made matters a lot more straightforward - if they hadn't have done this, how was I supposed to run the exploration?

This might have more to do with the way the adventure was written than the rules, and it may be addressed in a Dungeon Master's Guide. But that is the only thing I'm not happy with at this point - we needed a better set of rules for wilderness exploration.

So, that's the new rules as it has affected us so far. What do you guys think?

No comments:

Post a Comment