Sir Robilar
First Post
Has it been announced yet how basic ability checks are made in this system? 2E's roll under mechanic or the later approach of d20 + ability modifiers against a set DC? Can't find the information...
And really, having a half-giant and a halfling the exact same at a muscle based class is ridiculous. Now, having the 4th level halfling just as good a fighter in every single mechanical way as the 1st level half-giant, I can fully support.
[/SIZE]Ewww. Instead of resolving things with one action, now you have to add a second action? That's going to add double the time just to resolve something.
This also means that monster ability scores are really important. Something that I haven't been giving my monsters in a long time (not bothering doing the math/balancing to give them scores).
I really dislike the significance of Ability scores. Earlier editions you needed really high ability scores to be competent in your class's features (hitting, spellcasting), now it's also important to just do things like jumping over pits et al. That means that if you're like me and like somewhat balanced ability, you're not going be good at anything.
Has it been announced yet how basic ability checks are made in this system? 2E's roll under mechanic or the later approach of d20 + ability modifiers against a set DC? Can't find the information...
Hell, no!Oh and racial penalties need to die in a fire!
Therefore, having a racial penalty is like being double punished for playing against type. I'd like to make more races viable to play more classes, not less.
Let's not mechanically punish players more than necessary for trying to be creative and playing against type.
I've always been of the opposite school of thought. I've always wanted race to be more important than it is.
Usually, it has a bit of an effect at first (not much) and by 5th level there's no difference to note between a hafling and a half-orc. But I WANT there to be a real noticeable difference between those two choices for the entire character life. A half-orc should be big and strong, and halfling should not (unless you do some weird stuff).
"What things from 4e does Chris wish would "die in a fire"? Okay be sure not to put that in there. What things from BECMI, 2e, and 3.x did Chris like? Okay be sure to put all those things in there. We really want to ensure Chris likes this game; it is our #1 design goal."
I like opposed rolls: they tend to ramp up the uncertainty, and more uncertainty is better, IMO. If, frex, the attacker has a +10 (on a d20) and the defender has a d20+2 instead of a AC of 12, tension increases and the probability of an unexpected result goes up. That's just more fun to me. Granted, it isn't necessarily D&D, but it could be.