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<blockquote data-quote="Connorsrpg" data-source="post: 5942829" data-attributes="member: 19265"><p><strong>Rules - The Bad</strong></p><p></p><p>In a way I am glad I hadn't read too many posts here first. We didn't see problems with armor bonuses (except vs electrical attacks <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) and whilst we were a little unsure of auto-damage for fighters it seemed to play OK.</p><p></p><p>1. Opportunity Attacks: This is a big deal for us. I did want to avoid some of the circumstances I had read about in other playtests, but I did not want to limit the action any time during move. So we used this House Rule during the playtest:</p><p></p><p>"You only promote an OA if you move away from adjacent to any enemy without attacking them".</p><p></p><p>It worked very well.</p><p></p><p>2. Fighter: the player wished he had more options.</p><p></p><p>3. Trying to do too many of the old minors in a round. Now drawing etc is free - must make it explicit (and I think it is really, but players need be aware) extra stuff is considered 'part of the action of using it'. So you cannot manipulate 2 different items for eg.</p><p></p><p>4. Radiant damage: Always been an issue for me. Given its flavour is should ONLY harm undead and creatures of utter evil, etc. It shouls have a positive effect on the living and good.</p><p></p><p>5. Healing to full after long rest. Doesn't sit well with us, but we left the rule as is and it didn't really come into play. Given all PCs were at least 1hp going into long rests it did not matter. Though if you go below 0hp a day before (and don't receive magical healing) chances are we would have a House Rule for some sort of ongoing effect.</p><p></p><p>6. Some spell descriptions. Such as <em>Sleep</em> being endless. All minor stuff I am sure will be sorted.</p><p></p><p>7. PC hit points - though this could simply be b/c we had more collectively. No one died, a few went down, but most were up all the time. Including our halfling WIZARD that entered melee with her dagger a LOT and survived! (I really think this player was pushing the system to see how easy you could die...but his PC didn't).</p><p></p><p></p><p>In all, only <em>Magic Missile </em>ruined our immersion, and with our OA rule, everything else was minor. Overall, quite impressed with the ruleset so early on.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5942829, member: 19265"] [b]Rules - The Bad[/b] In a way I am glad I hadn't read too many posts here first. We didn't see problems with armor bonuses (except vs electrical attacks ;)) and whilst we were a little unsure of auto-damage for fighters it seemed to play OK. 1. Opportunity Attacks: This is a big deal for us. I did want to avoid some of the circumstances I had read about in other playtests, but I did not want to limit the action any time during move. So we used this House Rule during the playtest: "You only promote an OA if you move away from adjacent to any enemy without attacking them". It worked very well. 2. Fighter: the player wished he had more options. 3. Trying to do too many of the old minors in a round. Now drawing etc is free - must make it explicit (and I think it is really, but players need be aware) extra stuff is considered 'part of the action of using it'. So you cannot manipulate 2 different items for eg. 4. Radiant damage: Always been an issue for me. Given its flavour is should ONLY harm undead and creatures of utter evil, etc. It shouls have a positive effect on the living and good. 5. Healing to full after long rest. Doesn't sit well with us, but we left the rule as is and it didn't really come into play. Given all PCs were at least 1hp going into long rests it did not matter. Though if you go below 0hp a day before (and don't receive magical healing) chances are we would have a House Rule for some sort of ongoing effect. 6. Some spell descriptions. Such as [I]Sleep[/I] being endless. All minor stuff I am sure will be sorted. 7. PC hit points - though this could simply be b/c we had more collectively. No one died, a few went down, but most were up all the time. Including our halfling WIZARD that entered melee with her dagger a LOT and survived! (I really think this player was pushing the system to see how easy you could die...but his PC didn't). In all, only [I]Magic Missile [/I]ruined our immersion, and with our OA rule, everything else was minor. Overall, quite impressed with the ruleset so early on. [/QUOTE]
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