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Thoughts on 6-7-13 Playtest Packet
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<blockquote data-quote="Jester David" data-source="post: 6142210" data-attributes="member: 37579"><p>Gnome The one problem I see is that neither build has charisma, which makes the gnome bard of 3e-4e hard to do. I like the difference between the rock (read: tinker) gnome and forest gnome, so I imagine we could have a feywild or hill gnome that bumps Charisma instead. And having higher Dex & Int definitely won't hurt as a bard.</p><p></p><p></p><p>Half-elf We need subraces for the half-elf. Mostly because eventually they're going to want to have a half-drow. Or distinguish between a half-Silvanesti and half-Qualinesti. Or have a Dark Sun variant with slightly different traits. And that's easiest if you can just make those alternate sub-races. </p><p>This shouldn't be hard as the half-elf is kinda weak. It gets Low-Light and Keen Senses like an elf but while the elf gets immunity to charm and sleep the half-elf just gets advantage on saves. Elves also Trance, weapon training, and get their sub-race bonus. The ability to pick which ability score you bump is not equal to the halving resting times, full immunity to charm, weapon skill, and either an extra cantrip or being faster and hiding better. </p><p>Give them a minor bonus related to where they were raised, either in a human community or an elf community. </p><p></p><p></p><p>Half-orc Yawn. Okay, the +2 to Strength is kinda tough and makes the half-orc the only race that's better than a straight human. But they get so little else. They get Advantage on ability checks they're likely to be pretty lousy at, which really just means they have better odds of being average at Intimidation. I dislike Advantage in non-situational benefits. Give them a flat bonus. </p><p></p><p></p><p>Crits I dig being able to chose the crit die when you have multiple die types. The sneak attacking rogue with a dagger rejoices.</p><p></p><p></p><p>Dying Meh. It makes characters much more fragile at low levels, especially if they're already injured. But makes mid or even high level characters virtually immortal even if they're at 1hp and critted. It's worse than "minus bloodied". The three strikes method of bleeding out returns but with the added bonus of being able to stabilize rather than just rolling until you fail three times. </p><p>I was actually pretty happy with the method in the last package, where you went into negative hp and took damage with a failed save. The randomness of rolling death damage added some tension. </p><p></p><p></p><p>Prone Hey, the giant ogre with reach now has a harder time hitting you when you're prone. Fun. </p><p></p><p></p><p>Hinder I like this!</p><p></p><p></p><p>Short Rest It takes an hour now!? Why??</p></blockquote><p></p>
[QUOTE="Jester David, post: 6142210, member: 37579"] Gnome The one problem I see is that neither build has charisma, which makes the gnome bard of 3e-4e hard to do. I like the difference between the rock (read: tinker) gnome and forest gnome, so I imagine we could have a feywild or hill gnome that bumps Charisma instead. And having higher Dex & Int definitely won't hurt as a bard. Half-elf We need subraces for the half-elf. Mostly because eventually they're going to want to have a half-drow. Or distinguish between a half-Silvanesti and half-Qualinesti. Or have a Dark Sun variant with slightly different traits. And that's easiest if you can just make those alternate sub-races. This shouldn't be hard as the half-elf is kinda weak. It gets Low-Light and Keen Senses like an elf but while the elf gets immunity to charm and sleep the half-elf just gets advantage on saves. Elves also Trance, weapon training, and get their sub-race bonus. The ability to pick which ability score you bump is not equal to the halving resting times, full immunity to charm, weapon skill, and either an extra cantrip or being faster and hiding better. Give them a minor bonus related to where they were raised, either in a human community or an elf community. Half-orc Yawn. Okay, the +2 to Strength is kinda tough and makes the half-orc the only race that's better than a straight human. But they get so little else. They get Advantage on ability checks they're likely to be pretty lousy at, which really just means they have better odds of being average at Intimidation. I dislike Advantage in non-situational benefits. Give them a flat bonus. Crits I dig being able to chose the crit die when you have multiple die types. The sneak attacking rogue with a dagger rejoices. Dying Meh. It makes characters much more fragile at low levels, especially if they're already injured. But makes mid or even high level characters virtually immortal even if they're at 1hp and critted. It's worse than "minus bloodied". The three strikes method of bleeding out returns but with the added bonus of being able to stabilize rather than just rolling until you fail three times. I was actually pretty happy with the method in the last package, where you went into negative hp and took damage with a failed save. The randomness of rolling death damage added some tension. Prone Hey, the giant ogre with reach now has a harder time hitting you when you're prone. Fun. Hinder I like this! Short Rest It takes an hour now!? Why?? [/QUOTE]
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