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EN World Interview With Mike Mearls, Lead Designer of D&D Next
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<blockquote data-quote="Gaming Tonic" data-source="post: 5916996" data-attributes="member: 6679316"><p>I could clue you in on a few things but with things in flux the way they are I don't know how much it would help. In the case of specialization the first playtest material referenced it but no rules, the second set had specialization and I liked the way it worked for the most part. The open playtest material sounds like it will not include it as part of the fighter or cleric class but as a component of various themes. This is a better option because it allows more freedom in how a player builds their character. Some of the fighters abilities were in a bonus here or there. Might not sound like much but when AC and hit bonuses don't scale for levels it is a huge advantage and makes the fighter fight really well. That is what they should be doing. The long rest and the short rest were nothing like what you would even think about as a surge mechanic and I am sure they are to change so I do not want to cause scandal since that i a hot button issue and I know it is likely to be different than what I experience when the open playtest is released in a few days.</p><p></p><p>The fighter had hp, ac, hit, and damage and a blitzkrieg ability that was my favorite thing that I saw. It allowed the fighter to really create a dramatic tide changing moment when the player chose. I don't want to get into the specifics of how it worked because that is likely to change if it is still part of the class when the open playtest comes out. Everything is up for being changed, is the motto that I keep hearing from designers.</p><p></p><p>The rogue had skills, skills, sneak attack. Sneak attack worked much like it has in previous editions handing out extra damage when the opponent was at a disadvantage. </p><p></p><p>I did not see anything besides the fighter, wizard, rogue, and cleric.</p></blockquote><p></p>
[QUOTE="Gaming Tonic, post: 5916996, member: 6679316"] I could clue you in on a few things but with things in flux the way they are I don't know how much it would help. In the case of specialization the first playtest material referenced it but no rules, the second set had specialization and I liked the way it worked for the most part. The open playtest material sounds like it will not include it as part of the fighter or cleric class but as a component of various themes. This is a better option because it allows more freedom in how a player builds their character. Some of the fighters abilities were in a bonus here or there. Might not sound like much but when AC and hit bonuses don't scale for levels it is a huge advantage and makes the fighter fight really well. That is what they should be doing. The long rest and the short rest were nothing like what you would even think about as a surge mechanic and I am sure they are to change so I do not want to cause scandal since that i a hot button issue and I know it is likely to be different than what I experience when the open playtest is released in a few days. The fighter had hp, ac, hit, and damage and a blitzkrieg ability that was my favorite thing that I saw. It allowed the fighter to really create a dramatic tide changing moment when the player chose. I don't want to get into the specifics of how it worked because that is likely to change if it is still part of the class when the open playtest comes out. Everything is up for being changed, is the motto that I keep hearing from designers. The rogue had skills, skills, sneak attack. Sneak attack worked much like it has in previous editions handing out extra damage when the opponent was at a disadvantage. I did not see anything besides the fighter, wizard, rogue, and cleric. [/QUOTE]
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EN World Interview With Mike Mearls, Lead Designer of D&D Next
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