For some reason I started paying attention to D&D Next again, and every time that happens I end up getting inspired to work on Slime Quest, my fantasy heartbreaker project. The big thing is that the status of the warlord class in Next is iffy at best, and I consider the warlord to be easily one of the very best new things in 4e, one of the few new things it added that was missing all along. If I find D&D Next palatable and if it has an open license I might see about making a warlord class (and I doubt I’d be anywhere close to the only one making the attempt), but right now I’m finding Slime Quest much more exciting.
I’m increasingly of the opinion that D&D4e was a good start, but needed some considerable refinement to get where it needed to go. It has a lot of vociferous critics who have an uncanny ability to totally miss its actual flaws, things that never got addressed, or that got addressed in a questionable way (Weapon Expertise feats as a fix to PCs attack values being insufficient for example). A true 4.5 Edition could have refined 4e into the game they’d been groping towards, though I’m not confident that Wizards of the Coast circa 2012 was actually equipped to do so. (I’m still struck by how much better the 13th Age playtest doc was compared to Next’s.) In my current push on Slime Quest I’m trying to pay close attention to those kinds of things and find solutions. I feel like for every good new idea (like advantage and disadvantage) Next has ten things where they’re feeling in terror from the progress that 4e made, all while ignoring its real mistakes. Of course, with Slime Quest I don’t have to worry about keeping D&D fans happy. If anything I need to do something different to differentiate the game from a zillion other fantasy RPGs, even when I’m specifically aiming to do something evolutionary rather than revolutionary.
Continue reading D&D Next and Slime Quest