“I’m going to need to have you start rolling dice on camera…” – My online DM (who clearly has trust issues)
A few weeks ago, my friend and I started playtesting D&D Next in order to set up an online group that he could turn into a podcast.
The first session involved character creation, a couple combat challenges, and a couple skill challenges. I posted two blogs about the experiences (and one on my writing blog, concerning character backstory). Since those first posts, we played through another session, with mostly RP and a skill challenge.
First, I haven’t seen D&D Next refer to anything like skill challenges. There isn’t even a list of skills on the character sheet, so “skill challenge” is a misnomer in the first place.
Next – in my limited experience – appears to move away from non-combat encounters. But there are still ways to create them if desired, for situations where one simple roll of the die does not capture the complication or multifaceted nature of solving a crisis, or the length of time it might take to get through an ongoing series of events requiring the hero’s intervention.
The DM Guidelines draft does break down common tasks under the applicable ability, with basic descriptions and appropriate DCs to accomplish the desired task. For example, Strength has entries for Break an Object, Climb, Jump, Swim, and examples of Improvised Tasks.
The entries under Climb are “scale a cliff with plenty of handholds,” “climb a rough stone wall,” “climb a sheer surface with scant handholds,” and “climb an oiled rope.” Improvised Tasks include “push through an earthen tunnel that is too small,” “hang onto a wagon while being dragged behind it,” “tip over a large stone statue.” and “keep a boulder from rolling.”
Each ability has an Improvised Tasks section, as well as how hazards might affect failed checks and what sort of requirements the DM might choose in order to even attempt an ability check. (Strength might require firm footing, for example.)
None of this feels like a complete rewrite of 4E. The descriptions look very familiar. However, skills are absent as the middleman between how well your ability helps you succeed (or not) at a given task.
How did this play out?
In our sessions, when I normally might ask for a “Sense Motive” or “Insight” check, the DM simply said “Give me a Wisdom check.” If something involved sneaking around or crafting highly technical gear-work devices, we went to Dexterity. (My character’s background includes training under gnomes to craft intricate mechanical crap.) The old terms and names of skills are a helpful jargon for players to express what exactly they’re trying to do, and for DMs to determine which ability to use.
It was a bit frustrating to see what happened when I didn’t have a bonus for a given check. At one point I rolled a 14, which was under the moderate DC 15 challenge. That implies that 75% of the time, the character would fail at any task related to that ability. The DM and I chatted about how skill checks are meant to be difficult, and no one is supposed to win all the time or else what’s the point? Also, I recognized that a party of one is going to bring inherent weaknesses.
Plus there was the quote at the top of the page, for when I rolled a 20 followed by a 19 at the beginning of the night, for checks with no inherent character bonuses. So it’s not impossible to “win.”
In order to succeed as a party, the group of players might want to take some time prior to character creation to figure out which character will have which strengths. Then again, that can create unique challenges and opportunities for creative solutions to problems.
But perhaps it takes away some of the skill tunnel vision players get in 4E:
“I want to use Diplomacy to negotiate the harsh terrain and survive the bitter winter in the mountains.”
“You can’t use Diplomacy that way.”
“Uh… how about History? Or can I get an Insight check on the storm?”
Lore Have Mercy
Though skills are gone, characters now have Lore to cover areas of specialized knowledge. Any Intelligence check for an area in which the character possesses lore will net a +10 bonus. The types of Lore are broken into:
- Cultural
- Forbidden
- Hobbyist
- Magical
- Military
- Natural
- Planar
- Political
- Religious
- Trade
I won’t go into exactly what’s covered by each, for space and time considerations. The guidelines describe specific examples, like Military might cover fortifications or tactics, and Natural might involve the flora and fauna of a region or the usual weather cycles in an area. But you can imagine the +10 bonus makes it a player’s priority to figure out how to fit the square peg of their available lore into the circular hole of a given challenge.
How this played out:
When a situation called for making a decision or choosing a course of action, I often sought to use Lore to aid me in picking a right path. For example, my character found himself pressed for time and in need of supplies and assistance in order to (hopefully) construct a number of devices for a buyer. I was able to use Trade Lore while looking through merchant’s wares in the market to find what my character deemed a competent craftsman. And I used Cultural Lore to get a good idea on how auctions of large shipment of goods were conducted, so that I could avoid a time-consuming and more expensive process. My character was able to skip some layers of market bureaucracy and go straight to the source of supplies to haggle.
Still, the uses for lore appear fairly narrow. Hopefully that plus the shift away from lengthy skill challenges will keep lore from falling into the tunnel vision trap of highly trained skills. Clear communication between player(s) and DM will help.
I see some interesting qualities to the system, and I did find myself having to rely more on imagination to describe intended action instead of the crutch of “I do a (fill in the blank skill) check.”
I look forward to seeing more of it. Sadly, my character was in a bit of a pickle at the end of the last session. That will be my next post, but as a spoiler, here’s this quote from my DM:
“Oh man. Well… that will be interesting.” (sigh) “I made it clear – so very clear – that this was a lawful city.”