The next version of the famous pen-and-paper role playing game, Dungeons and Dragons, has already been in development by Wizards of the Coast for some time now. I think we ought to have a forum thread by now! You can get play test materials in PDF format by signing up
right here! As I write this (Dec. 16 2012) the game is basically written for characters up to 10th level.
The agreement reads:
While I can't provide materials, we're all free to discuss our opinions on the new mechanics publicly. It seems that you can get the materials
immediately when you sign up, for the time being, however.
At a glance right now, the biggest changes I see are the way hit dice are used, expertise dice, and backgrounds. Bewarned, I never really touched 4e, so my opinions really regard changes from good old 3.5.
Backgrounds allow you to diversify your class somewhat: they affect skills and a recommended package of starting equipment. So, there's nothing stopping you from being a fighter who used to be a locksmith and therefore knows how to pick locks and has some business skills. They also add a trait- for example, an artisan has ins with the trade guild and a farmer knows how to make himself welcome and find hospitality among commoners. A rogue might choose the Charlatan background, which gives them skills in persuasion as well as a false identity, right off the bat.
Whether or not you gain HP linearly instead of rolling when you level up (which is now a suggested feature) you also have Hit Dice based on your class and level- when you take a short rest (~10 minutes) you can spend those dice, rolling them to heal, and you gain them back when you sleep.
The biggest change I see, for nonmagical classes, is Maneuvers and Expertise Dice. Depending on your class and level, you have a certain number of Expertise Dice each day. You can spend these whenever you want- for example, the Fighter class gets a maneuver called Deadly Strike, where he can spend however many expertise dice he wants and add them to damage. Instead of slow fall, monks can use expertise dice and subtract them from falling damage. Rogues can use Skill Mastery and add expertise dice to a skill roll, or Composed Attack to add expertise dice to the lower of attack rolls when at a disadvantage.
I also like the way Advantages and Disadvantages are handled: Instead of circumstantial bonuses like in the old edition, where you get a bonus or penalty to the number you roll, you instead roll 2d20 and take the better/worse. For example, a Large creature has an Advantage over a medium one when grappling, and gets two dice instead of a +4. I really like this because it creates a lot less scenarios where one outcome is guaranteed, especially when advantages/disadvantages stack.
I'm a little unsure about the expertise dice since they give nonmagicals a tendency to "wear out" over a day the same way spellcasters do. I think it's a lot better than special attacks you get to use X times a day or whatever, though.
Anyhow, there's my ramblings after a quick glance. Discuss! I've got a good feeling about this edition- I think the DnD franchise may have stolen all the odd numbers from Star Trek movies.