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<blockquote data-quote="Gladius Legis" data-source="post: 7478113" data-attributes="member: 68748"><p>Overall I voted it's got promise but there's some fixing needed. Unfortunately, some of those things that need fixing are dealbreakers as they stand.</p><p></p><p>Things I like so far:</p><p>- Proficiency system</p><p>- Action economy, for the most part (with the major exception of movement and action)</p><p>- General balance of classes (with one GLARING exception of suck, see below)</p><p>- Perception, and also using different ability or skill checks as initiative as the situation is appropriate.</p><p>- Strength for all weapon damage rolls (other than for Rogues). No more DEX as the God stat.</p><p>- Ranged weapons, with only few exceptions, having no stat bonus to damage (and those exceptions add STR to damage and not DEX). 5e could really learn from this.</p><p>- Stat increase system. Allows for MAD builds to function quite nicely.</p><p>- Four outcomes instead of the binary success/fail. Very well done.</p><p></p><p>Things I don't like:</p><p>- The Paladin. Ugggggggh. HANDS-DOWN the WORST class in this playtest, and HANDS-DOWN the WORST version of the class I have ever seen in any game that has ever had Paladins. It's like the 3.5 and 4e Paladins had a baby and passed along all their worst genes and even missed a chromosome or two along the way. It's THAT BAD. Forget the LG-only restriction, that's the least of its issues. Steering the class toward reactive rather than proactive gameplay by basing it around Retributive Strike is 10 tons of stupid. The apparent replacement for Smite Evil (Blade of Justice) is garbage. The capstone feats are major stinky garbage. And I've only gone into about 5% of the problems.</p><p>- Not being able to use actions mid-movement like you can in 5e.</p><p>- Armor speed penalties and no way to decrease them other than master armor proficiency. Combined with the above problem, we're back to combats with much less movement and much more stand and fight.</p><p>- The necessary rules and terminology being scattered all over the place in the playtest document. I really hope they fix that for the final product.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7478113, member: 68748"] Overall I voted it's got promise but there's some fixing needed. Unfortunately, some of those things that need fixing are dealbreakers as they stand. Things I like so far: - Proficiency system - Action economy, for the most part (with the major exception of movement and action) - General balance of classes (with one GLARING exception of suck, see below) - Perception, and also using different ability or skill checks as initiative as the situation is appropriate. - Strength for all weapon damage rolls (other than for Rogues). No more DEX as the God stat. - Ranged weapons, with only few exceptions, having no stat bonus to damage (and those exceptions add STR to damage and not DEX). 5e could really learn from this. - Stat increase system. Allows for MAD builds to function quite nicely. - Four outcomes instead of the binary success/fail. Very well done. Things I don't like: - The Paladin. Ugggggggh. HANDS-DOWN the WORST class in this playtest, and HANDS-DOWN the WORST version of the class I have ever seen in any game that has ever had Paladins. It's like the 3.5 and 4e Paladins had a baby and passed along all their worst genes and even missed a chromosome or two along the way. It's THAT BAD. Forget the LG-only restriction, that's the least of its issues. Steering the class toward reactive rather than proactive gameplay by basing it around Retributive Strike is 10 tons of stupid. The apparent replacement for Smite Evil (Blade of Justice) is garbage. The capstone feats are major stinky garbage. And I've only gone into about 5% of the problems. - Not being able to use actions mid-movement like you can in 5e. - Armor speed penalties and no way to decrease them other than master armor proficiency. Combined with the above problem, we're back to combats with much less movement and much more stand and fight. - The necessary rules and terminology being scattered all over the place in the playtest document. I really hope they fix that for the final product. [/QUOTE]
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