Time Warp. Level 7 Magic-User Spell. Material components:
- 1 bag of Cheetos™.
- 6 bottles of Mexican Coca-Cola™ for that real sugar taste.
- One set of soapy TSR dice. Alternately, razor-sharp GameScience™ dice (still my specialized weapon).
- Pencils, lined paper, graph paper, hex paper.
- Hawkwind’s “Space Ritual”.
- One copy of D&D Next Playtest
“Notwithstanding the foregoing, you may publicly discuss your thoughts regarding the D&D Next Playtest Materials and your playtesting experience.”
Mechanically, this looks a lot like a D20 retro-clone; a stripped-down D20 system. It’s not the miniatures wargame crossed with Magic the Gathering® card superpowers of pseudo-D&D 4E, at least. It’s a long way from being a completed game.
Skills There is no skill list! You use your ability scores for checks and saving throws, and some class/other features will give bonuses, but it’s not another damned shopping list. I guess they finally got over their GURPS envy. Exploration and the DM Guidelines have rules blocks with lists of DC targets, and classes that provide bonuses to these. But everyone can do almost any of the “thieves’ skills”, with the exception that only thieves can use actual lockpicks. Thieves are pretty close to totally irrelevant in this game, which makes me happier.
Advantages and disadvantages (anything a class/race is good/bad at) use a second die roll, and you keep the best or worst result; I’d have to see that in play or simulation to know how catastrophic a disadvantage is. It’s a unique solution to the problem, but I think a modifier of +4 or -4 (more? less?) would have been saner.
Hit Points are inflated: They start equal to your Con score plus one hit die. I think that’s too much for a game where a spear still does 1d6 damage. Hold still while I stab you with a spear, Mr Dwarf Fighter (20 HP), stab 5 stab 3 stab 2 stab 2 stab 1 stab 5 stab 3, so it took SEVEN successful stabs to get you unconscious. In the old days, it would take just two, maybe 3. Oh, quit bleeding on my carpet, you damned Dwarf.
Level is vastly deflated and deprecated. There’s no experience table beyond the 3 levels on the character sheets, and the XP awards listed in the Bestiary, so who knows what maximum level looks like. But tasks don’t use level, the game looks far more mortal than it’s been since OD&D where 9th level was a good retirement point.
Combat is vastly simplified. Surprise costs you -20 Initiative (they don’t say “for the first round”, so basically being surprised is a total clusterfuck). Initiative is rolled once at the start of a battle, but other than a single-serving ready action, you can’t change your order. On your turn, you get a move and one action and shut up, that’s it.
Critical hits are a natural 20 doing maximum damage, no second rolls and then faffing about with weapon type.
There’s no rules for wrestling or other unarmed combat. In the weapons chart, there’s damage for an unarmed strike (1d4), but no bolas, whips, nets. Is this an oversight or deliberate avoidance of a complex subject? The Strength Saving Throws section mentions grapples and bindings.
Equipment. Man, those ridiculous copper pieces are still there, but Electrum is back! Party like it’s 1974! Values of each coin in CP by edition:
Edition CP SP EP GP PP ---------------------------------------------------- OD&D 1 5 25/100* 50 250 Holmes 1 5 25 50 250 Cyclopedia 1 10 50 100 500 AD&D 1st Ed 1 10 100 200 1000 D20 1 10 - 100 1000 D&D Next 1 10 50 100 1000 UK 1660-1971 1 12 - 240** - Harry Potter*** 1 17 - 493 -
* “If Electrum is added it is optionally worth either twice or half the value of Gold.”
** 1 Pound Sterling was worth 20 shillings, but actual gold coins varied radically as gold/silver exchange rates changed.
*** CP = Knut, SP = Sickle, GP = Galleon. Makes no less sense than anything else.
For a similar tale of inflationary confusion, see Roman currency.
Armor has better variety. Light armor adds Dex mod, medium armor adds half Dex mod, heavy armor adds no Dex mod. There’s 4 armors for each weight, plus light and heavy shields (+1 and +2 AC). There’s non-magical fantasy armor at the top of the price charts, so you still have something to spend loot on.
Weapons are most of the usual list divided into Basic, Finesse (can use Dex instead of Str), Martial, Heavy, Missile, and Complex Missile. But some classes still have arbitrary lists of allowed/proscribed weapons, such as the Wizard has “Daggers, slings, and quarterstaffs”, even though the Cleric has basic weapons including hammers, maces, handaxes, spears, etc. So no blunt weapon restriction? Still quite awkward and unlike any real (non-D&D-fanfic) fantasy literature.
Adventuring gear list is insanely long (4 pages in a 31-page booklet!), still has a 10′ pole, but no chalk for marking your way. Do you think anyone looks at these items anymore? Or is it cut-and-paste?
Encumbrance is still in pounds. Are we not past that yet? Hey, at least it’s not coin-weights anymore. I’m used to modern games which use “X items” capacity and common sense.
Magic The Wizard example can cast 3 x 1st level spells, plus unlimited cantrips (Detect Magic, Light, Magic Missile, Mage Hand, Ray of Frost, Shocking Grasp — no little non-combat cantrips? I miss Color, Fart, and Stinkeye (may not be actual cantrips)). The Cleric examples can cast 2 x 1st level spells, plus unlimited orisons (Detect Magic, Radiant Lance, Death Ward shown). I think this may be an overcorrection, but at least nobody will call a Wizard “fire and forget”. You still have to prepare specific spells, so your least popular spells will never be cast even if they’d be useful.
The spell list makes no real distinction between arcane and divine magic. Spells once again have verbal, somatic, and in some cases material components. It’s not clear if you have to gather sand for Sleep, but it is clear in cases like Continual Light’s 50 GP of ruby dust(!).
I’ll look at the Bestiary and Caves of Chaos tomorrow, then try an actual playtest when I can kidnap some players.