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WotC podcast: Even more repudiation of 4E roles system?

Started by ggroy, February 11, 2011, 01:29:34 PM

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ggroy

http://media.wizards.com/podcasts/DNDPodcast_20110211.mp3

Wonder where they're going with this.

They mention a "dual-role" class which can change roles in the middle of an encounter, at around 00:13:00 in the podcast.  (This class is suppose to appear in the upcoming "Heroes of Feywild" book).

Hmmm ... a controller turning into a striker?

Abyssal Maw

Quote from: ggroy;439667http://media.wizards.com/podcasts/DNDPodcast_20110211.mp3

Wonder where they're going with this.

They mention a "dual-role" class which can change roles in the middle of an encounter, at around 00:13:00 in the podcast.  (This class is suppose to appear in the upcoming "Heroes of Feywild" book).

Hmmm ... a controller turning into a striker?

You can kinda do this with Hybrids already. I'll have to check out the podcast.
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Windjammer

Ab-so-lutely hilarious. At 20:05 Rodney Thompson relates that their newest boardgame (Wrath of Ashardalon) was actually created by Rich Baker "5-6 years ago. We pulled it out of the archives when we started to do more boardgames and it [then] got more development. So it's a game that's been in development for, gosh, 5 to 6 years ... which has now seen the light of day, thanks to our new focus on boardgames."

Or....perhaps there's a reason this project got shelved for so long? And that in 2011, WotC, lacking resources to pump into designing fresh product, combined with a short notice change in product focus ('Hey Bill, let's shelve these 3 RPG hardbacks, and let's get out 2 boardgames instead')... have to go dumpster dive in their own archives?
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Abyssal Maw

Quote from: Windjammer;439708Ab-so-lutely hilarious. At 20:05 Rodney Thompson relates that their newest boardgame (Wrath of Ashardalon) was actually created by Rich Baker "5-6 years ago. We pulled it out of the archives when we started to do more boardgames and it [then] got more development. So it's a game that's been in development for, gosh, 5 to 6 years ... which has now seen the light of day, thanks to our new focus on boardgames."

Or....perhaps there's a reason this project got shelved for so long? And that in 2011, WotC, lacking resources to pump into designing fresh product, combined with a short notice change in product focus ('Hey Bill, let's shelve these 3 RPG hardbacks, and let's get out 2 boardgames instead')... have to go dumpster dive in their own archives?


I have no idea why; in general, they seem to be trying to do these box sets because they look more like games. Maybe it's just an easier product to get approved.

But have a look at the Famine in Far-Go and Legion of Gold box sets: These look like boxed games..kinda. They look like adventures.. kinda. (I mean they are both based on adventures from Gamma World 2nd Edition)

But they're really not either of the above.

If you open up the Famine in far-Go box it contains 3 sheets of counters and a digest-sized book, some poster maps, and a small selection of cards. Inside the book are 20 new origins for Gamma World, the rules for stuff like Cryptic Alliances, an extensive monster manual. (The cards are the ones for cryptic alliances so you can reveal an affiliation if you keep it a secret, plus it gives you a little encounter power type deal).

Oh and in the back section of the book is a little adventure.

Open up the Legion Box and it has several more sheets of counters, several poster maps, and a little book. The book has 8 more origins, the rules for 'occupations' , and another extensive monster manual.

Oh yeah, and a little adventure in the back.

I have no idea why they are hiding rules supplements in the box sets, but it's actually kinda cool.. The books are made to fit in the box, not on a shelf. I have all of my GW stuff consolidated in a single box now.

There seems to be a conscious move from book to game.


As for Wrath of Ashardalon- I have it and I kinda like it. It comes with 42 miniatures- including 3 grells, an otyugh, and a huge red dragon. The dungeon is random. You run around and kill stuff. Each turn you lay down a random dungeon tile. I think it's ok,. Kinda hacky, reminds me of AD&D2d edition.  It all wraps up in 45 minutes to an hour or so.

Depending on the scenario there's a goal.. I think it's a good boardgame type game.
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Windjammer

#4
The point ggroy mentions in the OP comes up at 44:40. My transscript of Rodney's penultimate sentence is garbled, so any help in clarifying it is appreciated!

---------------

Mike Mearls: Speaking of character options and stuff... I heard that this [Feywild] book was the first book with dual roles...

Rodney Thompson: That's right, that's right. I don't know how much we can say about it, but basically the character is... the class is designed so that you start the encounter with one role and as the encounter goes on you may shift to another role entirely. You don't do it at the same time, so it's not like hybrid'ing where you are, sorta, round by round shifting back and forth. This is more like: you flip a switch - and your role changes. I think this is really going to be exciting because a) that's sort of a gameplay method we haven't really seen yet in 4th edition, but at the same it also I think will help the flow of an encounter - because when you make that change to your other role, it's going to hitten[? heighten?] the encounter but also up the tension of the ability [?] of the encounter [???]. So, you know, it's an opportunity that's interesting for players but also to sort of tinker with the encounter dynamic, which I think is really fun.

Mike Mearls: That kind of segues into your next topic. We've been pulling off three print products from our schedule. At DDXP the question came up [why that was done] and I want to give you more reasoning for what's going on. So basically what we are doing - like Rodney talking about this new character [mechanic] -  is going in a new direction, and hopefully something that's exciting for you guys. And that is why you see us pull back some stuff. And if you look at our schedule, you'll see that we're not doing as many books as we've done in past years. And ... it really comes down to our big commitment to quality. In the past year... we've really seen the complaints on message boards... and we want to make sure that [if] we're putting something out there it's the highest quality. And in some ways, the more product you put out, the harder it is, to do that. Like the magazine output - the method we were using wasn't doing the material justice. So we want to change how we're doing it, and want to do more planning, more long term planning. [...] As we can take more time, we can do more research, do more playtesting. It lets us be more daring, lets us be more creative, and lets us find - push the frontier outward of the game. I see a lot speculation online why we're putting back on our schedule, but really, behind that's is commitment to quality and, with that, innovation.

------

I lost interest in Mearls' spin by sentence two ("hopefully something that's exciting for you"), which only reconfirms that they don't seem to know what they're doing at the moment. Rodney's response (not transcribed) to Mearls is, in a nutshell, that after 2.5 years of 4th Edition they have run out of key material for (any edition of) D&D. First they had the two Player's Handbooks, then they had Psionics (in the third), but there's not much more you [can produce for a single edition of D&D before you start to produce fringe products]; which is why they are now "pushing the envelope", which they had started with Dark Sun. The idea (and here I add to what Rodney says) is to go for material that can't be called 'core' in any meaningful sense, but to make it interesting enough for people not attracted to fringe material.

Reminds me that 4E, because of its aggressive schedule in the first two years, got much sooner to the stage of where they could not meaningfully produce new 'core' material. And with 3.5 WotC learnt the lesson that fringe products like Cityscape or Elder Evils are not gonna attract high number of buyers, so WotC is now extra careful with putting out stuff.
"Role-playing as a hobby always has been (and probably always will be) the demesne of the idle intellectual, as roleplaying requires several of the traits possesed by those with too much time and too much wasted potential."

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Thanlis

Someone on some other board suggested, say, a defender who'd get angrier and angrier throughout the fight and wind up less defensive and more offensive. Which doesn't turn my crank as a concept, because I think it puts too much dependency on the length of a fight. Unless, huh, you could cue mechanics off the number of enemies left? The number of non-minions left? I dunno, I never get cranky when I hear that WotC is exploring another aspect of the design space.

Anyhow, I don't think playing with the roles system = repudiating the roles system. It's always been a guideline rather than a straitjacket anyhow.

Windjammer

#6
Also, the way Rodney describes it, dual roles seem a parred down version of hybrid builds. In hybrid builds you could decide what to do "on a round by round basis" (do I pick defender powers or striker powers), whereas with dual role characters, once you've "flipped the switch" that's your change of role in that encounter. A one off.

I'm all in for roles mutability. I loved hybrids (though I'm notoriously bad at building them), and I loved the ranger builds in Martial Power 2, which were all about switching forth and back between ranged and melee combat. Also, the sample parties in Strategy Guide all featured info on PCs switching roles mid combat.

In a sense, then, what I guess we are seeing is that they port these extant mechanics to Essential builds. Essential builds are a lot more streamlined with respect to what they do, so it makes good sense to slowly increase their versatility.
"Role-playing as a hobby always has been (and probably always will be) the demesne of the idle intellectual, as roleplaying requires several of the traits possesed by those with too much time and too much wasted potential."

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Thanlis

Quote from: Windjammer;439719In a sense, then, what I guess we are seeing is that they port these extant mechanics to Essential builds. Essential builds are a lot more streamlined with respect to what they do, so it makes good sense to slowly increase their versatility.

Yeah -- I don't think it'll be Essentials versions of the hybrid concept, but the evolutionary niche is probably similar.

Reckall

Quote from: ggroy;439667http://media.wizards.com/podcasts/DNDPodcast_20110211.mp3

Wonder where they're going with this.

They mention a "dual-role" class which can change roles in the middle of an encounter, at around 00:13:00 in the podcast.  (This class is suppose to appear in the upcoming "Heroes of Feywild" book).

Hmmm ... a controller turning into a striker?

This is fantastically pirated from "Guild Wars 2", the upcoming MMORPG by NCSoft.

http://www.guildwars2.com/en/the-game/combat/healing-death/

I was thinking only a few days ago how with GW2 the MMORPGs were already moving beyond the "fixed role" for each class. It would seem that Wizards read the previews and decided to catch up.
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Doom

Thanlis' idea sounds pretty interesting, truth be told.

I still think this is the wrong direction. 4e has done all it can in the "make interesting characters" department...now it should focus on interesting worlds and interesting adventures.
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A nice education blog.

Esgaldil

That's an odd comment about Wrath of Ashardalon, given that it is mostly a reskinning of last year's Castle Ravenloft.  That's not an insult - I have had a great time with CR and am happy to see an expansion that also works as a stand-alone game.  I don't understand what they mean unless the comment means A) Castle Ravenloft was in development 5 years ago or B) they had something completely different with a Red Dragon and just tacked that vague concept from 5 years ago onto the existing Castle Ravenloft system.
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Justin Alexander

Quote from: Windjammer;439708Ab-so-lutely hilarious. At 20:05 Rodney Thompson relates that their newest boardgame (Wrath of Ashardalon) was actually created by Rich Baker "5-6 years ago. We pulled it out of the archives when we started to do more boardgames and it [then] got more development. So it's a game that's been in development for, gosh, 5 to 6 years ... which has now seen the light of day, thanks to our new focus on boardgames."

The correct time-stamp for that appears to by 06:45-ish.

Your transcription is also in error. The Rich Baker game is Conquest of Nerath: Wrath of Ashardalon builds on the Castle Ravenloft mechanics, which are clearly based on 4th Edition and almost certainly weren't developed in 2005-2006.

IIRC, WotC shelved quite a few boardgame designs back in that timeframe. And I don't think it had anything to do with quality -- it was yet another corporate strategy decision to abandon boardgame development.
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Shazbot79

Quote from: Doom;439806Thanlis' idea sounds pretty interesting, truth be told.

I still think this is the wrong direction. 4e has done all it can in the "make interesting characters" department...now it should focus on interesting worlds and interesting adventures.

Personally, I would have liked this to have been their focus from the get-go with 4E, though I realize that fiscally selling splatbooks to crunch monkeys is probably a lot more profitable.
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crkrueger

Quote from: Reckall;439785This is fantastically pirated from "Guild Wars 2", the upcoming MMORPG by NCSoft.

http://www.guildwars2.com/en/the-game/combat/healing-death/

I was thinking only a few days ago how with GW2 the MMORPGs were already moving beyond the "fixed role" for each class. It would seem that Wizards read the previews and decided to catch up.

Guild Wars 2, WoW:Cataclysm, Rift - the ability to switch roles is the newest thing in the MMOG world these days, WotC is just keeping their simulator up to date.  :D
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Peregrin

I think it simulates gridded Japanese "tactics" games more than it does MMOs, but that's just me.

It's also fine by me, because I much prefer the former (well, excepting odd cases like EVE Online).
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