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This One Goes to . . . Ten [Merged four Oct 29 Playtest Package announcement threads]
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<blockquote data-quote="Salamandyr" data-source="post: 6038778" data-attributes="member: 40233"><p>I think I'm mostly happy with the direction things are going. A few things...</p><p></p><p>-the human made it through another iteration without being nerfed into oblivion.</p><p></p><p>-I like the idea of Wizard traditions; I didn't think I'd like the return of encounter powers but actually reading the rules, they didn't bug me that much, especially since the Academic gets a different thing. I wish they'd change the name to the generic "Magic-User" though, so that it could be used as an umbrella for the "Wizard" tradition, the "Sorcery" tradition, the "Wu Jen" tradition, or the "Battlemage" tradition, or the "Necromancer" tradition. Wizard has cultural baggage. I'd like the class to be broad enough to cover archetypes that don't necessarily fall under what we think of as a "wizard"</p><p></p><p>-Glad they're going with Patron deity archetypes (Lightbringer, Trickster, etc.) rather than specific deities. That makes it easier to port the rules over to my campaign. Overall, I think the cleric is just clearer in this version, than the previous one.</p><p></p><p>-I think I'm glad at-will magic has been toned down a bit. It does make the 1st level feat for the Magic-User specialist (whatever it's called now, I'm working off memory) useless for the Wizard class.</p><p></p><p>-need to look over the spells more.</p><p></p><p>-like the two-weapon fighting rules, though I'm trying to figure out what they mean by "light" weapons. Those don't appear to be a property. Do they mean "finesse" weapons? EDIT: Okay I <em>liked</em> the two weapon fighting rules, until I noticed that you have disadvantage with each attack. And, you cannot gain advantage, so you can never negate that. Let us count the penalties: Disadvantage, one weapon must be light/finesse, which means no larger than d6 damage die, a main hand weapon that tops out at d8, and no attribute bonus to either weapon die. Contrast with the greatsword doing d12+Str. Heck, that stacks up badly damage wise versus longsword and shield. That's terrible, I'll pass.</p><p></p><p>-I think I'm okay with Expertise dice being a mechanic shared by the non-spell using classes. </p><p></p><p>-hate the skill list. You brought back "Use rope"; really? Not really happy about Spot, Listen & Search being broken up into 3 skills. It seems like it was done just so the Rogue with an 8 Wisdom can be good at finding traps. </p><p></p><p>-Not really really 5e related, but maybe think about divorcing perception from the skill list completely, in fact, divorce it from Wisdom. It's never been a good fit. It croggles my brain why the priest should be better at detecting an ambush than the battle hardened warrior. On top of it, the ability to hyperspecialize in perception skills drains the drama out of the game. It's time perception and detection got moved into their own mechanic. The skill list was never a good fit for them.</p><p></p><p>I'll probably think of others later.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6038778, member: 40233"] I think I'm mostly happy with the direction things are going. A few things... -the human made it through another iteration without being nerfed into oblivion. -I like the idea of Wizard traditions; I didn't think I'd like the return of encounter powers but actually reading the rules, they didn't bug me that much, especially since the Academic gets a different thing. I wish they'd change the name to the generic "Magic-User" though, so that it could be used as an umbrella for the "Wizard" tradition, the "Sorcery" tradition, the "Wu Jen" tradition, or the "Battlemage" tradition, or the "Necromancer" tradition. Wizard has cultural baggage. I'd like the class to be broad enough to cover archetypes that don't necessarily fall under what we think of as a "wizard" -Glad they're going with Patron deity archetypes (Lightbringer, Trickster, etc.) rather than specific deities. That makes it easier to port the rules over to my campaign. Overall, I think the cleric is just clearer in this version, than the previous one. -I think I'm glad at-will magic has been toned down a bit. It does make the 1st level feat for the Magic-User specialist (whatever it's called now, I'm working off memory) useless for the Wizard class. -need to look over the spells more. -like the two-weapon fighting rules, though I'm trying to figure out what they mean by "light" weapons. Those don't appear to be a property. Do they mean "finesse" weapons? EDIT: Okay I [I]liked[/I] the two weapon fighting rules, until I noticed that you have disadvantage with each attack. And, you cannot gain advantage, so you can never negate that. Let us count the penalties: Disadvantage, one weapon must be light/finesse, which means no larger than d6 damage die, a main hand weapon that tops out at d8, and no attribute bonus to either weapon die. Contrast with the greatsword doing d12+Str. Heck, that stacks up badly damage wise versus longsword and shield. That's terrible, I'll pass. -I think I'm okay with Expertise dice being a mechanic shared by the non-spell using classes. -hate the skill list. You brought back "Use rope"; really? Not really happy about Spot, Listen & Search being broken up into 3 skills. It seems like it was done just so the Rogue with an 8 Wisdom can be good at finding traps. -Not really really 5e related, but maybe think about divorcing perception from the skill list completely, in fact, divorce it from Wisdom. It's never been a good fit. It croggles my brain why the priest should be better at detecting an ambush than the battle hardened warrior. On top of it, the ability to hyperspecialize in perception skills drains the drama out of the game. It's time perception and detection got moved into their own mechanic. The skill list was never a good fit for them. I'll probably think of others later. [/QUOTE]
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