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Monday, 13th August, 2012, 06:29 PM #51
Enchanter (Lvl 12)
What do you want to do now?
Chasing the DM - D&D blog/occasional soap-box (5E Player's Handbook Review Part 1 - First Impressions)
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Monday, 13th August, 2012, 07:21 PM #52
Spellbinder (Lvl 16)
Monday, 13th August, 2012, 07:53 PM #53
Thaumaturgist (Lvl 9)
I'm liking what I'm hearing, especially how Cleric Domains essentially give you huge variance in builds and how Magic-Users (I love that they said Magic-User at the end instead of Wizard) are going to have Traditions. Fighters with Combat Styles would fit the bill nicely too. By the end of this we could have all 4 Cardinal Classes with a good set of build options that prior editions would force you to take as a separate class after waiting 2-5 years for a splat-book.
- Marty Lund
Monday, 13th August, 2012, 07:59 PM #54
The Great Druid (Lvl 17)
If you ever watch any of the Penny Arcade TV videos the way they are talking, asking questions, and making jokes is very similar to the way they come up with their comics. It's just how they are, and how the think /process information.
I wouldn't read anything "sinister" into it.
Monday, 13th August, 2012, 08:47 PM #55
Myrmidon (Lvl 10)
The warlock thing was the newest random tidbit I noticed. It actually sounds a lot like this idea Someone had for psionics (#2 in his post): you start with one or more at-will powers, but have the ability to "boost" them to encounter powers, and maybe even to daily powers.
So at level 1 I can eldritch blast for (let's say) 2d6 damage vs. AC against one target every round, but once per encounter I can blast for 3d6 vs. Dexterity, and maybe once a day I can turn that into a 4d6 fireball-type area effect.
That would be a very cool thing if there are a number of sufficiently distinct base abilities to choose from (e.g. telekinesis, blink/teleportation, etc). It would also cordon off "encounter powers" which some people hate into a class that's relatively new and since 3e has traditionally been mechanically weird.
Also in the podcast, the Leader specialty sounds cool, even though it's pretty clearly cannibalizing the Warlord class (which I had hoped to see as a class). A wizard-Leader
But I'm confused about cleric healing again; I thought Mearls had meant that healing is being cordoned off into Channel Divinity to free cleric spell slots up for other actions, but now he made it sound like you can use Channel Divinity AND spells for healing, which might not solve the initial problem at all (that is, clerics will still feel pressured to reserve all their slots for Cure X Wounds IN ADDITION to their Channel Divinity).
Also, the back-and-forth made it unclear whether ALL cleric spells are spontaneous- Vancian (a la 3e sorcerer) or whether non-domain spells need to be prepared wizard-style. I'm 99% sure it's all spontaneous, but the conversation confused me again.
Monday, 13th August, 2012, 08:49 PM #56
Acolyte (Lvl 2)
I played 4th as soon as it came out, but only the once. My initial reaction was "wow, this is a lot of fun right off the bat! This is great, and I can see why they chose this direction". I found a group of people willing to play, but after some web-research decided pathfinder was a safer bet for my group as they seemed to lean more towards narrative than combat. The only problem I have with pathfinder is it holds true to a lot of aged game mechanics that drive me nuts,
I'm looking forward to that feeling I got with that initial 4th introduction ("wow, all of this makes a lot of sense!"), but as a very basics, polished open-ended framework of rules I can adapt to my own devises.
That's really exciting for someone looking for an elegant, innocuous-as-possible system. It does feel like a bit of a regression, but in the long run, 4th might end up feeling like a smaller blip on the culture than any of the other editions.
Not only that, but the slowing of power-creep of abilities/items, bounded-accuracy, and larger level range for monsters really speaks to the game designer in me.
Monday, 13th August, 2012, 09:03 PM #57
Lama (Lvl 13)
Monday, 13th August, 2012, 09:45 PM #58
Guide (Lvl 11)
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Yeah, the thing that used to be called "Theme" -- i.e. a list of feats that the character gets progressively starting at Level 1, then more at later levels -- is now called "Specialty"; and the word "Theme" is now a blanket term covering both Background and Specialty. (Again, if I heard aright.)Themes are now specialities or something, mentioned are Leader (Feat 1 Battle Commander will give allies advantage and a move, for your action), Magic-User.
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"I'll take sitting around on my laurels because my character died any day over feeling like regardless of what I do, my character can't fail no matter what." -- Hobo
Monday, 13th August, 2012, 09:51 PM #59
Thaumaturgist (Lvl 9)
I kind of wish every class got one skill - Cleric: Religious Lore, Ranger: Nature Lore, Fighter: Athletics, Wizard: Arcane Lore etc. Well, except for the Rogue archetypes would've got a slew of skills, what with it being their shtick and all.
- Marty Lund
Monday, 13th August, 2012, 10:03 PM #60
Enchanter (Lvl 12)
I may be reading to much into it here, but when mike said "clerics get religion" I almost felt like it was a omg how could we not think of that butt pull
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