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<blockquote data-quote="DogBackward" data-source="post: 6050312" data-attributes="member: 50642"><p>Replacing expertise dice with extra actions won't speed things up at all. You'll just add more time for people to decide what to do with their extra actions... and then they'll have to roll more dice anyway.</p><p></p><p>Expertise rolls: 1d20, weapon die, expertise die/dice</p><p>Extra action rolls: 1d20, weapon die, 1d20, weapon die, 1d20, weapon die, etc...</p><p></p><p>Replacing attack and magic attack bonuses means armor would have to be overhauled to not apply an AC bonus. Personally, I don't mind that... but I doubt WotC will be willing to break tradition like that.</p><p></p><p>Staffs that add to AC would be better off as a feat or other type of ability, not equipment. Keep the equipment list short and simple, and just give options for more ways to use that equipment. That way people who want a simpler game don't have to go through the list and pick out which bits of complicated equipment they don't want to use.</p><p></p><p>All of the Monk abilities that allow saves have a DC of 10+Wisdom+Class DC bonus. It says that right in the Monk's feature list.</p><p></p><p>Situational maneuvers get chosen all the time. Each Expertise class gets a non-situational maneuver right off the bat, and pretty good ones. This leaves plenty of room for whatever maneuvers you think are interesting.</p><p></p><p>Recharge abilities aren't common, and will more often appear on boss-type monsters, not mooks. Rolling one extra die per round won't kill you, and in a big boss battle, the utility gained far outweighs the effort taken.</p><p></p><p>You can only take one extended rest per day. If your players can get away with doing one encounter every 24 hours and still complete their quest... there's something wrong with the quest. That's up to the DM to fix: add some time-sensitive objectives, or have the dungeon denizens fortify their defenses or launch a raid on the PC's camp while they're resting and distracted.</p><p></p><p>Combat options like flanking rules and feet/meter based measurements are going to be a separate rules module that you can add on to your game. It's coming, but it's not the sort of thing they're testing right now. Remember, we're very very early in the playtesting process.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 6050312, member: 50642"] Replacing expertise dice with extra actions won't speed things up at all. You'll just add more time for people to decide what to do with their extra actions... and then they'll have to roll more dice anyway. Expertise rolls: 1d20, weapon die, expertise die/dice Extra action rolls: 1d20, weapon die, 1d20, weapon die, 1d20, weapon die, etc... Replacing attack and magic attack bonuses means armor would have to be overhauled to not apply an AC bonus. Personally, I don't mind that... but I doubt WotC will be willing to break tradition like that. Staffs that add to AC would be better off as a feat or other type of ability, not equipment. Keep the equipment list short and simple, and just give options for more ways to use that equipment. That way people who want a simpler game don't have to go through the list and pick out which bits of complicated equipment they don't want to use. All of the Monk abilities that allow saves have a DC of 10+Wisdom+Class DC bonus. It says that right in the Monk's feature list. Situational maneuvers get chosen all the time. Each Expertise class gets a non-situational maneuver right off the bat, and pretty good ones. This leaves plenty of room for whatever maneuvers you think are interesting. Recharge abilities aren't common, and will more often appear on boss-type monsters, not mooks. Rolling one extra die per round won't kill you, and in a big boss battle, the utility gained far outweighs the effort taken. You can only take one extended rest per day. If your players can get away with doing one encounter every 24 hours and still complete their quest... there's something wrong with the quest. That's up to the DM to fix: add some time-sensitive objectives, or have the dungeon denizens fortify their defenses or launch a raid on the PC's camp while they're resting and distracted. Combat options like flanking rules and feet/meter based measurements are going to be a separate rules module that you can add on to your game. It's coming, but it's not the sort of thing they're testing right now. Remember, we're very very early in the playtesting process. [/QUOTE]
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