This is an absolute disaster. I don't know much about that Dungeonscape thing, but its termination doesn't sound favorable. And the DMG looks like it's going to be full of garbage.Lago PARANOIA wrote:Do you think that it's too early to start a D&D Deathwatch thread?
I mean, between Dungeonscape getting completely cancelled, the DMG being delayed two months, and no clear release schedule it's obvious that the edition is in its death throes.
But maybe craziest of all... what the fuck is up with the release schedule! As you mention, it's got nothing. I don't think I've seen anyone else talk about this, but seriously what the fuck? I know core books are the most profitable, but I'm surprised there isn't anything else.
What about all the promised modules for customizing the game? Isn't there supposed to be a bunch of stuff, like tactical combat and dramatic storytelling and crap like that?
Conveniently enough, you will note that none of the old Legends & Lore articles seem to be available after the latest WotC website makeover. For example, Mearls' article where he talks about the modules they were going to make, which is supposed to be here, is now a dead link.
So they have erased evidence of Mearls' promises. But we still know the bullshit promises he made, because I quoted them in another thread:
Now, make no mistake -- 5e sucks and all of these modules would have been terrible. But these modules were part of the sales pitch for 5e. Some people who like 5e probably want this stuff, and expected it. MODULES! CUSTOMIZE! AWESOME! These are things 5e was supposed to deliver. It's not happening.Mike Mearls wrote:An optional tactical combat system, with rules for using miniatures, rules for combat that operate like 3rd Edition or 4th Edition in that they remove DM adjudication of things like cover, and expanded, basic combat options to allow for forced movement, tanking, and so forth, as options any character can attempt. This optional system will look a bit like AD&D’s Player’s Option: Combat and Tactics book with key lessons learned from 4th Edition. Its goal is to present combat as a challenging puzzle that pits the players against the DM, capturing the best parts of 4th Edition.
An optional dramatic system that emphasizes D&D as a storytelling activity. This system treads ground that D&D hasn’t formally embraced in the past. It casts a gaming group as collaborative storytellers, with the DM managing the action and everyone contributing events, plots twists, and sudden, dramatic turns.
An optional system that cranks up character customization by allowing players to build their own subclasses. This system is really more of a set of guidelines that let you mix and match abilities pulled from subclasses within a class. You can approach it as a DM tool (“In my setting, the wizards of the Burning Isle combine illusion and necromancy”) or as a way for players to have more choice in building characters. We’re making this system optional because we know that some players want a lot of ways to customize their characters, but more customization invariably leads to broken combos. We can manage combinations and fairness at the subclass and feat level, but slicing things much finer than that goes beyond what we can reasonably expect to playtest.
A campaign system that extends the action beyond the day-to-day adventures, focusing on what we’ve called downtime. This includes managing a domain, running a business, playing politics on a grand scale, and so on. Things like mass combat would naturally slot into this system.
5e has failed.