This One Goes to . . . Ten [Merged four Oct 29 Playtest Package announcement threads]

5E Playtest 4 Packet observations

A running set of observations as I read:

- Classes seem to be getting closer to their 3E counterparts as they grow.

- The Fighter's expertise die looks better balanced. But then the Rogue killed him and took his stuff. Really, they should try and make the two more distinct; instead, they have the same mechanics even if the maneuvers are different. The fighter has a few more but the rogue's are more flexible because you can pick instead of being on a fixed progression Boooring.

- How is a maneuver every other level different than a feat every other level? (Again ... flash back to 3E design).

- Woohoo! Proficient with thieve's tools at 1st level! We need this ... why?

- Wizards as tough as rogues? Well, they're more survivable, I guess. A max of two spells per day per level really sucks, though. That's not much magic for the casting, even with at-willls. It doesn't allow for enough flexibility for the wizard, IMO. I don't want him to overshadow other characters, but I'm not sure he looks as fun as before. I'm a fan of more spells/choices, but weaken the spells to achieve balance rather than reducing the number available.

- We've renamed feats to maneuvers and gotten ... feats. Sneak attack os more powerful -- flanking not required, just an enemy in reach. Rogues will rule in cooperative fighting (though fighters can beat them with Deadly Strike all the time, so at least they are overshadowed). But we've gone from feats that work all the time, to feats that work only on rounds when you spend dice. More dice rolling, less consistency. Erm. Of course, there are feats still, too, whether tied to backgrounds or not.

- I like the various background specialists. It certainly looks like they can be applied to multiple class types.

- It's remarkable how the spell power levels, effects, damage die, etc seem to be drifting back to 3E-equivalents. The lack of scaling is a net positive, I think. 1st level spells aren't as overwhelming (except perhaps Thunderwave); I'm not sure Fly should come back as a 3d level spell with an hour duration, though since it only affects one creature and at most you get two per day, it shouldn't completely break an adventure.

- I think the armor balance is pretty much right on at this point. All the armor categories fit. Weapons look about right, though I miss 2d6 Greatswords and one/two-handed Bastard swords -- unless I'm a small character, there's no reason to pick a Bastard sword when a greatsword is available.

- Maneuvers in combat (grab, disarm, etc) seem simple and intuitive for a change.

- Critical hits have become really ... critical! Perhaps a bit too overwhelming, except that the additional damage only applies to PCs and monsters with character classes.

- TWF is actually straightforward, though you'll be rolling a lot of dice. We'll see how it comes out in playtest. I suspect it plays pretty well.

- I don't see why you have to have 1 hp to take a long rest, when you heal to 1 hp in 2d6 hours from zero. Why not just allow a long rest?

- Lots of monsters! The numbers look more reasonable; hard to tell without actual play.

Overall ... still a love child of B/XD&D and 3.5E, perhaps a bit too close to 3.5E in complexity, as complexity grows with each playtest release. It looks/feels like D&D, though it still needs some tweaks (wizard & rogue, I'm looking at you). I suspect I could be happy playing it, though I'd like to see some more classes to be sure.

Discuss!
 
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I can't download it now, please tell me which domains they have and which wizard traditions?

Domains:
Lifegiver - cure minor wounds and resistance don't expend if prepared; +2+spell level to damage healed by domain spells
Lightbringer - 2+spell level damage burst when casting a domain spell; cure minor wounds, light and lance of faith don't expend if prepared
Protector - +2 bonus to initiative to you and creatures of your choice; cure minor wounds and resistance don't expend if prepared
Trickster - trained in Bluff, Disguise or Sneak; proficient in finesse weapons and simple and martial ranged weapons; once per 10 minutes you can turn invisible for 1 round; minor illusion is a 0-level spell and you don't expend it if prepared
Warbringer - proficient in martial and heavy weapons; cure minor wounds and resistance don't expend if prepared

Traditions
Academic - additional slot of highest spell level, 0-level spells are at-will
Battle Magic - Thunderwave as signature; burning hands, mage armor and shocking grasp at-will; aoe spells can avoid causing initial damage to up to 1+spell level targets
Illusionist - color spray as signature; mage hand, minor illusion, and shocking grasp at-will; can use 2 choice of minor illusion at same time; illusions have +2 DC
 

ferratus

Adventurer
- The Fighter's expertise die looks better balanced. But then the Rogue killed him and took his stuff. Really, they should try and make the two more distinct; instead, they have the same mechanics even if the maneuvers are different. The fighter has a few more but the rogue's are more flexible because you can pick instead of being on a fixed progression Boooring.

Agreed, it essentially makes the rogue into an agile fighter. I don't mind a little mix of expertise feats, but they should just be available to rogues rather than their defining class mechanic. There should be other tricks besides being an agile fighter who gets in a cheap shot once and awhile. Especially, since a dex-based fighter can do much the same thing already.

- How is a maneuver every other level different than a feat every other level? (Again ... flash back to 3E design).

It isn't, but at least "maneuvers" are categorized a little better, rather than a catch-all term for "discrete power".

It doesn't allow for enough flexibility for the wizard, IMO. I don't want him to overshadow other characters, but I'm not sure he looks as fun as before. I'm a fan of more spells/choices, but weaken the spells to achieve balance rather than reducing the number available.

There are less spells per day, but unlike 3e and prior, you can swap out spells to the ones you know. So you can still learn 20 spells, but you can only cast 2 that day. That should still be plenty of flexibility, while still giving the other classes a fighting chance to bear it out until the wizard runs out of spells.
 
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Tony Vargas

Legend
A running set of observations as I read:

- Classes seem to be getting closer to their 3E counterparts as they grow.
True. Ultimately, 5e must beat Pathfinder to re-claim it's top spot, and Pathfinder fans are the 3.5 holdouts. The only chance 5e has with them is to be even more like 3.5 than Pathfinder.

- The Fighter's expertise die looks better balanced. But then the Rogue killed him and took his stuff. Really, they should try and make the two more distinct; instead, they have the same mechanics even if the maneuvers are different. The fighter has a few more but the rogue's are more flexible because you can pick instead of being on a fixed progression Boooring.
The other alternative would be to combine them outright.

The fighter's combat abilities and the rogue's skills. Hardly overpowered compared to a caster. Contributing in two out of three pillars, likewise, hardly overpowered.
 

ferratus

Adventurer
The fighter's combat abilities and the rogue's skills. Hardly overpowered compared to a caster. Contributing in two out of three pillars, likewise, hardly overpowered.

Well, functionally, that's what a Fighter was in OD&D. You just used the skills you imagined your fighter had, and whatever you could think of. It wouldn't have been unusual for a fighter to hide behind a tapestry, climb over a wall, check for traps, or open locks with a stiletto.

Why not have an "Adventurer" class that combines fighter and thief?
 

DogBackward

First Post
Aww... Burning Hands went from the badass room-clearing beast of a spell to... "Well, uh... they look mildly singed, don't they?" This makes me sad. On the other hand, so far everything else makes me very very happy.
 

Raith5

Adventurer
Aww... Burning Hands went from the badass room-clearing beast of a spell to... "Well, uh... they look mildly singed, don't they?" This makes me sad. On the other hand, so far everything else makes me very very happy.

It it really weird to have an area of attack spell as a 0 level spell. Doesnt feel minor use of magic to me, even if the effect is minimal damage.
 


Aww... Burning Hands went from the badass room-clearing beast of a spell to... "Well, uh... they look mildly singed, don't they?" This makes me sad. On the other hand, so far everything else makes me very very happy.

Its no fireball (the original badass room-clearing beast of a spell), but it still has a better than even chance of clearing a room of cave rats or kolbolds.
 


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