First off, I'm glad that Teos is posting these summaries, I really appreciate it. I'm really kind of perplexed at some of the decisions, and lack of decisions, going into this development so far. #DnD5e
This year, WotC has amazed me in multiple, very different ways. The OGL situation was so bad, and they deserve all the crap they get for it, but it also really needs to be noted how far they retreated when faced with an angry fanbase.
The other way they manage to amaze me, however, is how many times they seem to be repeating similar mistakes they made in the rollout of D&D 4e. And it's strange because I don't even think there are many people left at WotC that made those decisions at the time.
The 4e VTT was supposed to be all about placing tiles and 3D miniatures on a virtual surface, to mimic playing in real life. That 3D playing with minis and terrain really seems to be their priority with the VTT.
The first thing I said when they tried to embed an NDA in a survey to "secretly" preview this to randomized people answering a survey on the internet was that the thing they could do, that would absolutely bleed users from other platforms, is nail the VTT experience for D&D.
When I said that, I didn't mean, "terrain and minis on a literal virtual tabletop." I mean, even with the best character sheet on the platform, Roll20, for example, isn't built to run ONLY D&D, so to some degree, everything is a "patch" to get its unique aspects to work.
Shard Tabletop, with it's focus only on 5e SRD based games, does a much better job integrating rules from the game into implementations at play, because it's only worried about being a 5e SRD VTT. Sadly, it doesn't have official support from WotC.
If WotC has built a VTT that's primary purpose was to implement rules seamlessly into a VTT experience, while integrating access from D&D Beyond, this could have been game over for other VTTs. I'm not saying that would have been good, in the long run, but it's a win for WotC.
But they are so focused on that 3D experience being the core feature. "You can have official D&D minis on official D&D maps, in 3D, and you can even sort of use the rules with them."
Making a VTT where you access character abilities like you would with your hot-button loadout in an MMO is not what I want out of my VTT experience. It floors me that D&D Beyond integration isn't the primary focus of all of this development.
A 2D VTT with official artwork and a few flashy flourishes, that natively supports and integrates specific D&D rules SHOULD have been the primary focus. But somehow, the "core experience" they try to capture is virtual minis on a virtual map with terrain.
From 1985 to about 2002, the only thing I used miniatures for was to sometimes get an idea of party marching order, and most of the time, I didn't even do that.
From 2002 to the present, even using miniatures on a grid, I have almost never used 3D terrain. I've also used 2D cardboard tokens, pawns, or flat dry-erase pieces for much of that time.
In other words, my core experience has always been more about looking at stat blocks, characters sheets, and dice results, than playing on a 3D surface with accurate official miniatures for everything.
Teos also makes a very, very good point that they are pushing for this to work like a video game, when they could have built a 2D model that could allow people ease of use on mobile devices when they don't have a desktop to use for gaming.
This just really feels like they took the ball and ran with it, really, really far, before they checked in on what people may have wanted from this. Which honestly feels like a mistake WotC has been making a lot recently.
They want feedback, and I honestly believe they do, but they don't ask for it until they have heavily committed to a direction that already took a lot of work, and would be hard to correct from at the point where they ask for the feedback.
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WotC intentionally named one game release as a ".5," but there is not universally accepted standard for what IS a .5 edition of a game. In fact, from a marketing standpoint, it was actually a pretty weird thing for them to do.
Declaring it "3.5" probably contributed to the panic about compatibility, because it wasn't just saying "we revised the same rules," but tried to communicate that "it's compatible, but only to a point."
My point being, there is no naming convention that is going to easily summarize how much a revised ruleset is going to differ from a previous ruleset. There isn't a published standard where "we've changed 35% of the rules-related text, so we're required to call it a new edition."
Just me, sitting here pondering what it would be like to model an NPC in #DnD5e as a tactical fighter by giving them resistance to bludgeoning, slashing, and piercing damage if they have a weapon in hand.
But also let PCs make an ability check whenever they hit the NPC to figure out their defenses, which would also remove the resistance.
It's something I've kind of thought about in the past as well, using temporary hit points as a measure, with a character resetting their temp hit points on their turn because they are "back on their game."
For some random reason I decided to watch deleted scenes from Star Trek Nemesis to start the day, and wow, do I not always agree with what the people in charge think are important story beats.
There is a whole section where Shinzon is addressing his supporters and the new Romulan senators that establishes that not only were they working on this for a while, but that he was having to convince the fleet to continue supporting him.
That felt way more consistent with the Romulans they established from the TNG era than a throwaway line saying that coups happen all the time on Romulus and that somehow it's never been noteworthy.
We really do need more politicians that understand that "this country does not have our best interests at heart, so we should be careful dealing with them" is actually different than "this country is our enemy."
Ironically, saying someone is your enemy to someone that isn't already your enemy is a good way to make them into your enemy.
While I think it's pretty self-evident, if you want to know how I would draw that distinction, there is a difference between "I want to advance this thing that they may not agree with or that may be detrimental to them" and "I will do this thing expressly to harm them."
One interesting aspect of looking at the #OneDnD playtest documents is that it makes me realize things that I didn't fully process in all the years of running #DnD5e. For example, I knew the Artificer is a class that is very dependent on its subclasses for its identity.
It never struck me how true this was for druids as well. The core druid is a very thin framework on which to hang subclasses, with the subclasses doing a lot of heavy lifting. This became even more true as subclasses started using Wild Shape as a player currency for abilities.
What's even more interesting about THAT development is that we're seeing a lot of One D&D developments that come from recent design, like from Tasha's forward, but Wild Shape as currency for non-wild shape stuff comes in pretty early.
This morning @BrandesStoddard started talking about dwarves and comic relief, and the degree to which it can be too much, etc. This reminded me how much I loved FR11 Dwarves Deep.
There was a lot of stuff about dwarven culture in this book that, shall we say, kind of got overwritten by pop culture suddenly becoming aware of dwarves and glomming on to some very specific traits.
I also wanted to say, some of the stuff I loved, because it provided texture, was also stuff that can cause a lot of harm if used by people at the table that aren't being careful about the context of story elements.