I recently had
the pleasure of taking the D&D Next playtest out for a spin.
I won’t go into
any kind of analysis of this new system, but I will tell you this: We had a freakin’
blast!
The players
chose their characters and I created a brief set-up involving the capture of a
merchant caravan and a Macguffin magical item (the Chalice of Light) that the
characters were tasked with retrieving. I then gave them a player-friendly map
of the ravine and we were off.
We adopted a
theater-of-the-mind approach, and everything came more naturally than I could
have hoped for. I expected as much from the guys that grew up on 2nd
edition with me, but even the player who started out with 3rd
edition settled into the system easily and gamed with creativity and ease (the
player had earlier voiced reservations about gaming without a grid, but once he
felt like he wasn’t going to be screwed over tactically by DM fiat, he really
seemed to enjoy it).
We really
free-wheeled the session and discovered the flexibility of the system to
encourage out-of-the box thinking. The system gives the DM encouragement and a
nice easy toolkit to resolve whatever ideas may emerge.
It took close to no prep and the session was a downright pleasure to run. Without
the chess-game combat of 4e (which granted is very satisfying in its own
right), the session ran at the brisk pace of the story.
Session Recap
The characters
entered the area and after scouring the ravine floor, discovered some tattered and
bloody remnants of a bit of clothing near the cave of the kobolds. They
approached the cave and noticed some movement in the copse of trees above the
entrance. The fighter yelled out threateningly to them and he was greeted with
a chorus of barks and a hail of sling stones.
The party engaged in a skirmish with the ambushing kobolds. The cleric of Moradin took up
a position at the head of the party, deflecting incoming stones with his
shield, as his companions returned fire. The cleric and wizard took some mild
damage from the stones, but the party handled the combat without too much
trouble.
After looting
the bodies for ammunition, the party continued into the cave. The fighter
blundered into a pit trap but was able to avoid tumbling in. This alerted a
nearby group of kobolds that were playing cards. Both sides were fairly flatfooted,
so we rolled initiative with neither side being surprised. The Halfling rogue
got the drop on the kobolds and decided he’d try and take one hostage and
intimidate the rest. I had him roll a dexterity contest with the kobold to see
if he could grab him and followed this up by a charisma check against a DC of
10+ the charisma mod of the kobolds. The rogue rolled well; he grabbed the
first kobold and put a dagger to his neck. The kobolds dropped their weapons
and happily fled the cave.
The wizard then
cast comprehend languages (we were all erroneously under the assumption that
Comprehend Languages allowed you to speak as well as understand foreign
tongues). They bullied the kobold into showing them to their chief.
With one of his
men at knife point, the players proceeded to parlay with the Kobold chief. They
learned that the kobolds had taken some caravan guards hostage, but that the nearby
orc tribe had bullied them and taken their spoils. He went on to describe how
the inhabitants of the caves of chaos used to pay respect to the Medusa, but
recently a group of humans wearing dark robes had taken her prisoner. The
mysterious humans demanded fealty from all the tribes of the ravine and gave
them a mandate to attack other humans along the southern road. The various
tribes were now at each other’s throats in an attempt to curry favour with the
new lords.
With some solid
roleplaying and some astounding charisma checks, the party was actually able to
convince the kobold chief to assist the party in setting up an ambush to
destroy the orcs and retrieve the stolen human prisoners. We ended the session there with an ambitious
plan to upset the balance of power within the Caves of Chaos.
I’m looking
forward to when we get together next. I’ll pull out the old battlemap and we’ll
resolve the ambush!
I understand
that it’s not going to be everyone’s cup of tea, but I am highly enthusiastic about this
new edition. I haven’t enjoyed free-wheeling a session like this since back in
my 2e days. For me, this system seems to capture the anything-goes vibe of the
old editions, while removing all of the odd and needlessly complex subsystems
that make the older editions so annoying to come back to.
I hope others
can discover the same kind of excitement over this game that I have.
Next time, BFlat
will give us his impressions of the D&D Next playtest from the perspective
of one of my players.
Game on,
Rob
Awesome! We're playing today, using "theater of the mind" style.
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