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Things through all the playtests I have not liked
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<blockquote data-quote="Jester David" data-source="post: 6081677" data-attributes="member: 37579"><p>It's not forcing you. It may be optimal, but you can choose not to be optimal. There's no penalty. A dwarf with a longsword is <em>just as good</em> as a human with a longsword.</p><p>If this was just flavour, it would likely be ignored. Suddenly, very few dwarves would use axes or hammers. Some because the players want the best weapon, which is not necessarily dwarf centric. Others because they want to stand out and be special, and playing a race against type is an easy way. </p><p></p><p>Racial training isn't perfect. Personally, I'd like to see races grant proficiency with those weapons to classes without proficiency and boost the damage for classes with proficiency already.</p><p></p><p></p><p>I love the DR in intoxicated. Who hasn't seen (or watched in a movie) the drunk guy just taking hits but refusing to go down. It's such a classic trope and mental image. The reduction is a nice way of keeping that while making it last for more than a single hit. </p><p></p><p>You may not have noticed, but temporary hitpoints also don't exist in 5e. </p><p></p><p></p><p>So instead on two opposed rolls there is three or four rolls? This seems needlessly complicated. </p><p>And as you don't add skill dice/bonuses to saves, it would making hiding much harder. </p><p>It also means you never really get better at many things as saves are static. After a point, you don't see much improvement because rolling very high above the save confers no extra bonus, you might as well have rolled "1' higher than the DC.</p><p></p><p></p><p>This is a little too precise. There is never any wasted healing or underhealing where you just accept being a couple hitpoints down. It's not that difficult for 4e players to grasp, being essentially randomized healing surges. </p><p>I've had some trouble explaining it to 3e/PF players but it hasn't been that complicated, just one new thing to learn in a system of new things. </p><p>If you hate it, just average the results. A d10 heals 6, a d8 heals 5 and a d6 heals 4. </p><p></p><p></p><p>Coup de grace options have never worked perfectly. Either they just injure but seldom kill or they're extremely lethal. But I've only seen them come up a couple times, so it's not a huge part of the game. </p><p>I'm reasonably okay with this version. It's better than the auto-crit alternative (which does little to powerful creatures). More often than not, when you coup de grace, you're either taking out a fallen creature (1 hit kills regardless) or fighting a weaker non-boss monster. You're never going to sneak up on Asmodeus while he's sleeping and cut his throat.</p><p></p><p></p><p>This will come over time as people get better at thinking of options that target those stats. It's a gap, so people will exploit and seek to fill it.</p><p></p><p></p><p>I miss this as well...</p></blockquote><p></p>
[QUOTE="Jester David, post: 6081677, member: 37579"] It's not forcing you. It may be optimal, but you can choose not to be optimal. There's no penalty. A dwarf with a longsword is [I]just as good[/I] as a human with a longsword. If this was just flavour, it would likely be ignored. Suddenly, very few dwarves would use axes or hammers. Some because the players want the best weapon, which is not necessarily dwarf centric. Others because they want to stand out and be special, and playing a race against type is an easy way. Racial training isn't perfect. Personally, I'd like to see races grant proficiency with those weapons to classes without proficiency and boost the damage for classes with proficiency already. I love the DR in intoxicated. Who hasn't seen (or watched in a movie) the drunk guy just taking hits but refusing to go down. It's such a classic trope and mental image. The reduction is a nice way of keeping that while making it last for more than a single hit. You may not have noticed, but temporary hitpoints also don't exist in 5e. So instead on two opposed rolls there is three or four rolls? This seems needlessly complicated. And as you don't add skill dice/bonuses to saves, it would making hiding much harder. It also means you never really get better at many things as saves are static. After a point, you don't see much improvement because rolling very high above the save confers no extra bonus, you might as well have rolled "1' higher than the DC. This is a little too precise. There is never any wasted healing or underhealing where you just accept being a couple hitpoints down. It's not that difficult for 4e players to grasp, being essentially randomized healing surges. I've had some trouble explaining it to 3e/PF players but it hasn't been that complicated, just one new thing to learn in a system of new things. If you hate it, just average the results. A d10 heals 6, a d8 heals 5 and a d6 heals 4. Coup de grace options have never worked perfectly. Either they just injure but seldom kill or they're extremely lethal. But I've only seen them come up a couple times, so it's not a huge part of the game. I'm reasonably okay with this version. It's better than the auto-crit alternative (which does little to powerful creatures). More often than not, when you coup de grace, you're either taking out a fallen creature (1 hit kills regardless) or fighting a weaker non-boss monster. You're never going to sneak up on Asmodeus while he's sleeping and cut his throat. This will come over time as people get better at thinking of options that target those stats. It's a gap, so people will exploit and seek to fill it. I miss this as well... [/QUOTE]
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