howandwhy99
Adventurer
EDIT: This is an ongoing thread of questions from our playtest games. I take down questions, comments, and critiques and post them here. Links are to later session posts:
second
third
fourth
We talked about a lot of the rules and character and monster powers and the group was divided on many things. What follows is a list of what we didn't have an immediate answer for without a DM's ruling. Some are concerns and some are questions.
I've posted in the storyhour forum the play test results.
1. Languages are too few. All the PCs had only Common and maybe their demi-human language, no humanoid languages needed for the adventure: kobold, goblin, orc, gnoll, giant, etc.
2. DM determining who has surprise was not liked. For non-obscured sneaky acts.
3. Where are the rules for sharing a square? I didn’t see any, so we I allowed it, but didn’t accept combat actions taken when sharing a square.
4. No Darkvision for the PCs, even Dwarves? And yet the humanoid enemies in the adventure have it.
5. Reactions, are these your action for the Round? Especially for the Cleric of Moradin’s Guardian Defender feat?
6. Sleep is possibly permanent, like Sleeping Beauty. I happen to love this, but I can’t believe it was intended considering how spells and powers were designed for long term use.
7. Needing Advantage only to sneak attack made the Rogue a hidden ranged & “pop in” heavy damage dealer almost every round. Does the Ambusher feat require an action to re-hide every round after an attack?
8. Short Rests with negative CON modifier & low rolls (e.g. -4 CON Mod & rolling a 1 = -3 HP damage incurred).
9. Wording on Healer’s Kit was unclear for one player. Is this Per Person? Per HD used? Or Per Group? (the last was suggested as most likely as the Pelor Cleric was carrying only 1).
10. If other PCs do not sleep to gain from an E-Rest the characters may get on different sleep cycles. Is there any penalty for not sleeping after 24 hours or just not sleeping at all?
11. Moradin’s cleric allows Crusader’s Strike spell for unholy damage (and any PC alignment), unlikely for Moradin.
12. Spiritual Hammer does 1d8 Force damage, but does it receive + Modifier as well? All other weapons do.
13. Someone threw 2 javelins at once as 2-weapon fighting. I couldn’t find any rules for TWF, but there was a Light weapon trait.
14. Ranged weapons never quite suffered except when the ranged weapon user was involved directly in melee and then only suffered disadvantage for the use. What about firing into melee? Or Firing through allies in LOS?
15. How are weapon ranges and weapon reach applied without a grid in Theatre of the Mind?
16. Our group was split on keeping or not keeping Critical Hit confirmation and allowing more damage on them.
17. Where is my Read Magic? I assume it was removed as a needless 0-level at will spell. It isn’t.
18. Who can use what Magic Items? Casting a scroll has no limit on who can do so nor deciphering to do so.
19. Light is at will for some classes. Light is no longer an issue and this will shortchange obscurity-based powers.
20. Spellbook copying? There were no rules, but I assume anyone can use anyone’s now? Plus anyone can read one and cast the spells out as scrolls. (This item was not in the playtest adventure though).
21. 1 Minute Per Spell to prep spells? This is far too fussy. I track time and it’s must get to be an impediment every extended rest counting up these minutes or everyone will hand wave it. Just make it 1 hour again.
22. What is Radiant damage? Light-based, but it isn’t a laser? At Will with out resources Radiant Lance gives the Pelor Cleric a slow annihilation of everything in the game. 10 minutes = 100d8+400 hp of damage on my doors. It is hard to believe any of these spells are balanced for long-term play (anything more than 6 seconds of consequences). At will are too powerful for exploration play.
23. Do Reactions change Initiative or only Readied Actions to perform a Reaction?
24. The pre-gen PC ACs are too high. I used the Bestiary monsters and none could hit almost the entire session.
25. Where are the mass combat rules for 8 on 1 surrounded? Any 1 PC could take down goblin town and only the Wizard or Rogue would need to hide. It’s 10,000 orcs and even with Help rules it sucks. The Goblin Chieftain needs the help.
26. What are the grappling rules? Overbear?
27. Spiritual Hammer can be used as written without Line of Sight. It can spectrally enter unseen rooms and attack.
second
third
fourth
We talked about a lot of the rules and character and monster powers and the group was divided on many things. What follows is a list of what we didn't have an immediate answer for without a DM's ruling. Some are concerns and some are questions.
I've posted in the storyhour forum the play test results.
1. Languages are too few. All the PCs had only Common and maybe their demi-human language, no humanoid languages needed for the adventure: kobold, goblin, orc, gnoll, giant, etc.
2. DM determining who has surprise was not liked. For non-obscured sneaky acts.
3. Where are the rules for sharing a square? I didn’t see any, so we I allowed it, but didn’t accept combat actions taken when sharing a square.
4. No Darkvision for the PCs, even Dwarves? And yet the humanoid enemies in the adventure have it.
5. Reactions, are these your action for the Round? Especially for the Cleric of Moradin’s Guardian Defender feat?
6. Sleep is possibly permanent, like Sleeping Beauty. I happen to love this, but I can’t believe it was intended considering how spells and powers were designed for long term use.
7. Needing Advantage only to sneak attack made the Rogue a hidden ranged & “pop in” heavy damage dealer almost every round. Does the Ambusher feat require an action to re-hide every round after an attack?
8. Short Rests with negative CON modifier & low rolls (e.g. -4 CON Mod & rolling a 1 = -3 HP damage incurred).
9. Wording on Healer’s Kit was unclear for one player. Is this Per Person? Per HD used? Or Per Group? (the last was suggested as most likely as the Pelor Cleric was carrying only 1).
10. If other PCs do not sleep to gain from an E-Rest the characters may get on different sleep cycles. Is there any penalty for not sleeping after 24 hours or just not sleeping at all?
11. Moradin’s cleric allows Crusader’s Strike spell for unholy damage (and any PC alignment), unlikely for Moradin.
12. Spiritual Hammer does 1d8 Force damage, but does it receive + Modifier as well? All other weapons do.
13. Someone threw 2 javelins at once as 2-weapon fighting. I couldn’t find any rules for TWF, but there was a Light weapon trait.
14. Ranged weapons never quite suffered except when the ranged weapon user was involved directly in melee and then only suffered disadvantage for the use. What about firing into melee? Or Firing through allies in LOS?
15. How are weapon ranges and weapon reach applied without a grid in Theatre of the Mind?
16. Our group was split on keeping or not keeping Critical Hit confirmation and allowing more damage on them.
17. Where is my Read Magic? I assume it was removed as a needless 0-level at will spell. It isn’t.
18. Who can use what Magic Items? Casting a scroll has no limit on who can do so nor deciphering to do so.
19. Light is at will for some classes. Light is no longer an issue and this will shortchange obscurity-based powers.
20. Spellbook copying? There were no rules, but I assume anyone can use anyone’s now? Plus anyone can read one and cast the spells out as scrolls. (This item was not in the playtest adventure though).
21. 1 Minute Per Spell to prep spells? This is far too fussy. I track time and it’s must get to be an impediment every extended rest counting up these minutes or everyone will hand wave it. Just make it 1 hour again.
22. What is Radiant damage? Light-based, but it isn’t a laser? At Will with out resources Radiant Lance gives the Pelor Cleric a slow annihilation of everything in the game. 10 minutes = 100d8+400 hp of damage on my doors. It is hard to believe any of these spells are balanced for long-term play (anything more than 6 seconds of consequences). At will are too powerful for exploration play.
23. Do Reactions change Initiative or only Readied Actions to perform a Reaction?
24. The pre-gen PC ACs are too high. I used the Bestiary monsters and none could hit almost the entire session.
25. Where are the mass combat rules for 8 on 1 surrounded? Any 1 PC could take down goblin town and only the Wizard or Rogue would need to hide. It’s 10,000 orcs and even with Help rules it sucks. The Goblin Chieftain needs the help.
26. What are the grappling rules? Overbear?
27. Spiritual Hammer can be used as written without Line of Sight. It can spectrally enter unseen rooms and attack.
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