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Anyone here going to be at DDXP? 
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Joined: Sat Mar 14, 2009 3:32 am
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Post Anyone here going to be at DDXP?
Will anyone here attend the D&D Experience convention? I admit I can't wait to learn more about the next edition.

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Tue Jan 24, 2012 11:06 pm
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Post Re: Anyone here going to be at DDXP?
That's, like, tomorrow or something, right?

Not even on my radar - and I'm interested in a sort of standoffish kind of way about the next iteration.

I think, for me, there are just too many things going on this time of year. Just finished the holidays and our kids birthdays are a one two punch in January and February. Then March is GaryCon.

I don't know why, but DDXP has never been on my radar. It's GaryCon and GenCon.

:think:

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Wed Jan 25, 2012 8:55 am
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Post Re: Anyone here going to be at DDXP?
I haven't followed DDXP ever. I seem to remember it's only been created a few years ago. I don't even know what it's like.

I'm totally looking for info about the next edition. Haven't liked anything they've done to the brand since 3.0 back in 2000 so it's been a while for me.

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Wed Jan 25, 2012 4:05 pm
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Post Re: Anyone here going to be at DDXP?
I'm trying to be interested in going to a convention, but my convention experience was pretty not cool. I've never heard of this one.

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Wed Jan 25, 2012 5:16 pm
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Post Re: Anyone here going to be at DDXP?
SeriousPaul wrote:
I'm trying to be interested in going to a convention, but my convention experience was pretty not cool.


Was it a bit like this?


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Wed Jan 25, 2012 7:24 pm
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Post Re: Anyone here going to be at DDXP?
Heh, at least that made me laugh.

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Wed Jan 25, 2012 7:52 pm
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Post Re: Anyone here going to be at DDXP?
Do NOT aggro the nerd train! :twisted:

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Wed Jan 25, 2012 7:54 pm
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Post Re: Anyone here going to be at DDXP?
I've been reading news of DDXP. There was a seminar with the royally incompetent Mearls and Cook as well as some dude called Jeremy but what they say so far sounds good.

This here suggests that thankfully, the grid will be entirely optional and not stuck in the basic game:

Monte "my definition of fluff is a +2 bonus" Cook wrote:
Different players have different desires for their games, DMs, too. Take the distilled essence of #dnd, and build upon that in a modular way. Each group can use what they want. You like tactical, grid combat, or feats and extended skills? Use those. If you just like the core game, just use that.


Some hints about the modular approach. It seems ambitious:

Some dude called Jeremy wrote:
There's a baseline game that provides the foundation. From there, you add on what you want. The seeds are there.
Monte: For example, the basic game fighter might have specific level-bases abilities. Things that every fighter has. If you decide to get more customized, you can swap standard abilities for more complex, optional abilities. These are the kinds of things that feats do now. But the complex stuff is balanced with what's in the core. One character is more complex, but not necessarily more powerful.


They say they want to make high level play flavorful again. That's one area the four editions of the "advanced" game have neglected:

Monte "rule design was never my forte" Cook wrote:
Every edition of the game "breaks down" at a certain level. I don't think it breaks down, I just think it changes. I think 4E does the best of
highlighting that high level change and being clear that things are changing. I think that we can run with that for the future and have a list of options for classes/characters that open up when you hit a certain level. We can also have other options, like building a castle, having followers and vassals. We can build that into what high level characters get.
Mike: I think Monte hit on the really important point with saying that different people mean different things when they say the game breaks down at high levels. Some people are excited that their characters get really powerful. The question is what should that change really be? How should the game change at high levels? What should it look like and how should we build the breadth of options to cover that? Those are the real questions we're trying to answer when addressing high level play.


Getting a grasp of power creep and how the game always fizzles at high level. Sounds promising:

Monte "All I had to do is slap a Malhavoc logo on shit and it sold" Cook wrote:
Instead of the fighter getting a better and better attack bonus, he instead gets more options to do stuff as he goes up in level, and his attack bonus goes up at a very modest rate. I think it offers a better play experience that the orc/ogre can remain in the campaign, and people can know how the monster would work from a previous experience, but they remain a challenge for longer.


Same here. If they can pull this off, long term campaign consistency would be significantly improved:

Jeremy wrote:
The Monsters are in the design teams hands now and we'll be moving to development in the next few weeks. What I can say about this goal that Monte is talking about is that we're working ot provide the DM with really good world building tools. And it's important to provide information about the orcs place in D&D while making sure that a Monster remains relevant as the characters level up. They're might be an orc shaman, an orc champion or whatever for higher levels, but we also want the basic orc to be relevant at higher levels. We want it to be really easy for the DM to open the Monster Manual and drop an orc or iconic monsters into the game.


Getting a clue that classic flavor is important:

Monte "+2 " Cook wrote:
Making sure that a D&D wizard, or a D&D ranger feels like a D&D wizard/ranger is really important. Capturing that feel is one of the more difficult challenges because it's more ephemeral. It's difficult, but I think we've done a good job. When you get a chance to help in the playtest, hopefully you can let us know. (In response to a question: the ranger feels more like Aragorn than Drizzt).


Here it sounds like they want to empower the DM a little more (I presume it's meant to be "things not covered specifically)

Monte "I wrote Arcana Unearthed and it sucked balls" Cook wrote:
While having options in the rules is great, we want to open things up so players can get creative and ask to do things that are specifically covered by the rules. We want to empower DMs to with information in the DM guide and others resources to be able to handle those out of the box situations. So basically better gaming through better DM tools and DMing.


They're going for a slightly more classic aesthetic feel as well, it seems:

Jeremy Whoever wrote:
the idea that this game is taking itself to seriously has crept into our art as well. I'll give an example - in the last two editions if you look at
the art, I think you'll see a lot of characters that look like super heroes. They all look like they've been to the gym recently, they don't have backpacks for traveling through the dungeon - the guys are well shaven. In our recent art we've added a more diverse, modular approach - you've got people that look vastly different. You'll have the halfling who's a bit overweight with some food stains on his clothes along side the more heroic look dashing sort.


Lot of questions were asked but there were very few specifics other than the open playtest should start next spring. Overall, based on the above, I am cautiously optimistic. Which was also my stance when they gave early details of 4th edition and it turned out to be completely different from what they were saying and really bad.

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Thu Jan 26, 2012 6:44 pm
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Post Re: Anyone here going to be at DDXP?
There was a second seminar focusing on classes yesterday and it was trying so hard to be "everything for everyone" that I don't really buy it as a productive overall design goal anymore.

For instance, this fantasy they are promoting that players favoring different edition playing styles will all be happy around the same table. It just doesn't work. Monte Cook suggests in the transcript that if you want a fighter type to dish out damage old school abstractly, you can do that and if another player prefers to make a character who "plays the grid" he can do that too and that they can both play at the same table. That just doesn't work at all unless you want to displease everyone at the table, including the DM.

All the talk about distilling the game back to its essence across all editions and then they spend all their time discussing weird-ass classes, feats, skills, at-wills and "how much damage Charm Person is equal to" :?

They're also saying how every class has now more options than ever so you can apparently make a "beast ranger, or an Aragorn stye ranger or a Drizzt style ranger and they all feel awesome and iconic". Options are fun but they usually result in more bookkeeping and fiddly bits in DnD. That's how a lot of people grew tired of 3.x.

On the positive side, I like how they are speaking of magic (spells, magic items being special, refining rituals) so far.

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Sat Jan 28, 2012 3:17 pm
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