+ Log in or register to post
Results 1 to 10 of 89
Thread: This Week in D&D
Monday, 15th October, 2012, 05:44 AM #1
This Week in D&D
As we approach another playtest packet release, Mike takes a closer look at classes, backgrounds, and specialties. See what weâ??ve been working on and how weâ??re implementing your feedback!
Read This Week in D&D on D&D Insider here!
Monday, 15th October, 2012, 07:47 AM #2
I a bit worried on where the game goes and this L&L didn't reassured me.
There are some things that i liked, some that i didn't and some things that i have to wait and see how they are implemented.
The thing that worries me most is that as the game goes is that my prefered style of game isn't gonna be supported. My prefered style is a low magic gritty game. Having already played the test this kind of game isn't supported. The feeling that i got when I played the game is of a super heroic game. All the things were too easy for them. The foes were easy, the skills were easy and the healing was too much and not "realistic" (for my fantasy standards ofc). The magic traditions also as they are gonna be, but probably they will be useless to me. Mearls has previously said that old styled vancian sytstem is gonna supported with the traditions but after this L&L i am wondering how it will come since having encounter and at will spells will not make the magic feel more unique for my game. @Kamikaze Midget in a previous post had presented perfect the feeling of the magic that i like link
The funny thing is one of my best things that i liked in the playtest, the sorceror (along with warlock), is gonna change dramaticaly. I don't know if it will be for good or for bad but if they take from you an element that you like then you get pissed of.
Turning to the positive things of the article, i like the mentioned changes of cleric although i hadn't any problem with the class in the playtest. Also i am glad that they decided to remove the autosuccess of the rogue.
I noted that a constant complain of my gaming group isn't adressed. They wanted to be able to get more skills as they level up. Mearls did not say a word about that.
Although I like many things of the 5e like backgrounds and specialties the game as it stands now doesn't support my style. 3e did better job on that although it is far from a perfect system.
I am waiting...
Monday, 15th October, 2012, 09:10 AM #3
I'm a bit alarmed by the concept of a "simpler" fighter. Is the current fighter not "simple" enough? I for one have been playing one in a playtest for a while now and I find the experience somewhat mind-numbing. I stand in one place and hit stuff with my weapon... wow... really engaging.
I wonder if there's any point in holding out hope for a "more complex" fighter.
Monday, 15th October, 2012, 09:25 AM #4
Making things simple takes a lot more work than making them complicated, and I'm glad they're doing the one before the other.
Monday, 15th October, 2012, 10:32 AM #5
Monday, 15th October, 2012, 10:58 AM #6
Guide (Lvl 11)
Changes to the BG,s Specialties and especially Skills is certainly in the direction I like.
Class stuff, well we will have to wait and see. Myself, I would prefer each class had their own casting system AND THEN you can swap it out for another if you wish, (but I can also get on board the GM (often along with players) aligning casting styles with classes). Just not liking the 'grab bag' idea at this stage.
One thing I really wanted was toning back the 1st level PCs. Attack bonuses should be at max +2/+1/+0 for Fighters/Clerics and Rogues/Wizards. It still really bothers me Wizards are far better melee and ranged fighters than most creatures that fight for a living.
I will be glad to see the removal of all auto powers.Homepage for all my roleplaying:http://connorscampaigns.wikidot.com/. Includes many GM Tools, Character Sheets, etc for DnD & Savage Worlds.
Monday, 15th October, 2012, 11:03 AM #7
Monday, 15th October, 2012, 09:40 AM #8
Myrmidon (Lvl 10)
Monday, 15th October, 2012, 03:32 PM #9
Myrmidon (Lvl 10)
Big fan of powers from the deity. Big fan. Now just make turn undead swappable with other powers.....not reall sure about the whole magic user thing. I will need to see it. I want the classes to be distinct in play, not just fluff or resource management, but also powers.
By Dungannon in forum Miscellaneous Geek Talk & Media LoungeReplies: 163Last Post: Sunday, 25th December, 2005, 12:28 AM
By RangerWickett in forum General Tabletop Gaming DiscussionReplies: 95Last Post: Monday, 14th November, 2005, 04:54 PM
By Rystil Arden in forum Miscellaneous Geek Talk & Media LoungeReplies: 1Last Post: Wednesday, 11th May, 2005, 06:54 PM
By Mark in forum Miscellaneous Geek Talk & Media LoungeReplies: 34Last Post: Tuesday, 14th December, 2004, 04:21 PM
By Mark in forum Miscellaneous Geek Talk & Media LoungeReplies: 43Last Post: Tuesday, 7th December, 2004, 06:54 PM