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So Will 'OneD&D' (6E) Actually Be Backwards Compatible?
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<blockquote data-quote="Bacon Bits" data-source="post: 8929453" data-attributes="member: 6777737"><p>Feats were never publicly playtested as finally written, if my old packets are complete. GWM let you auto-crit for -5 to hit. Sharpshooter (under a different name) gave you an extra attack but all attacks that round were at -5. Yes, both of those are awful designs, but that's kind of the point. They didn't even have sound math. The final designs really bounced around. I also recall that between the last playtest and the final version, Ogre got +30 hit points and -2 CR.</p><p></p><p>The vast majority of spells were either not in the playtest, or never changed, or only changed after the playtested concluded. Especially spell levels 7+, which is basically what has made the last two tiers of play so commonly frustrating and difficult to run that WotC barely acknowledges it's existence anymore. I only recall Mud Sorcerer's Tomb as the high level adventure, and I remember my friends playing it fairly early in the playtest before most high level spells were available. I really don't see how they could get playtest feedback on high level spells with that.</p><p></p><p>[HR][/HR]</p><p></p><p></p><p></p><p>I mean if the current playtest docs are anything to go by, I'm not so sure. A lot of the nerfs are warranted and necessary, but they didn't backfill with anything. For the most part I have been consistently underwhelmed by the playtest. If anything the game is <em>even more milquetoast</em> than 5e was. I have just not found anything at all to be excited about, and they've published 3 of my favorite classes already.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8929453, member: 6777737"] Feats were never publicly playtested as finally written, if my old packets are complete. GWM let you auto-crit for -5 to hit. Sharpshooter (under a different name) gave you an extra attack but all attacks that round were at -5. Yes, both of those are awful designs, but that's kind of the point. They didn't even have sound math. The final designs really bounced around. I also recall that between the last playtest and the final version, Ogre got +30 hit points and -2 CR. The vast majority of spells were either not in the playtest, or never changed, or only changed after the playtested concluded. Especially spell levels 7+, which is basically what has made the last two tiers of play so commonly frustrating and difficult to run that WotC barely acknowledges it's existence anymore. I only recall Mud Sorcerer's Tomb as the high level adventure, and I remember my friends playing it fairly early in the playtest before most high level spells were available. I really don't see how they could get playtest feedback on high level spells with that. [HR][/HR] I mean if the current playtest docs are anything to go by, I'm not so sure. A lot of the nerfs are warranted and necessary, but they didn't backfill with anything. For the most part I have been consistently underwhelmed by the playtest. If anything the game is [I]even more milquetoast[/I] than 5e was. I have just not found anything at all to be excited about, and they've published 3 of my favorite classes already. [/QUOTE]
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So Will 'OneD&D' (6E) Actually Be Backwards Compatible?
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