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General Tabletop Discussion
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Thoughts on 6-7-13 Playtest Packet
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<blockquote data-quote="Kobold Avenger" data-source="post: 6142225" data-attributes="member: 779"><p>I don't like the changes to crits, adding another die to weapon damage just doesn't make crits seem significant enough. I much prefer either the double (or more) damage of 3e, or 4e's maximized damage approach.</p><p></p><p>It's better they clarified more spells to be rituals, but frankly if a spell takes 10 or more minutes to cast, they shouldn't add 10 minutes to the casting time, since almost everyone is going to cast those spells as rituals anyways.</p><p></p><p>The Hinder action, I like that it's an option now, unfortunately they really need to specify how you do the hinder action.</p><p></p><p>I like that they reinstated the attack rolls on many ray and touch spells, it feels the way it should be. And they also fixed Scorching Ray to use an attack roll, which I like far more than the auto-hit the spell had before.</p><p></p><p>Thaumaturgy spell, it's interesting they've effectively given Clerics their own counterpart to Prestidigitation and Druidcraft, but I feel the spell should be expanded to include the description of invoking minor religious phenomena, spaltbooks later on could better elaborate things like how a cleric of Odin could create floating runestones and spectral ravens as an example.</p><p></p><p>Confusion is still the game slowing spell that it was before, I feel it needs something more streamlined then looking up that table every round for each affected created, as even with Pathfinder's evenly distributed chances of each result, it still slows things down. </p><p></p><p>While I feel it's neat that Rock Gnomes are effectively Tinker Gnomes, the Tinker ability needs some more versatility.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 6142225, member: 779"] I don't like the changes to crits, adding another die to weapon damage just doesn't make crits seem significant enough. I much prefer either the double (or more) damage of 3e, or 4e's maximized damage approach. It's better they clarified more spells to be rituals, but frankly if a spell takes 10 or more minutes to cast, they shouldn't add 10 minutes to the casting time, since almost everyone is going to cast those spells as rituals anyways. The Hinder action, I like that it's an option now, unfortunately they really need to specify how you do the hinder action. I like that they reinstated the attack rolls on many ray and touch spells, it feels the way it should be. And they also fixed Scorching Ray to use an attack roll, which I like far more than the auto-hit the spell had before. Thaumaturgy spell, it's interesting they've effectively given Clerics their own counterpart to Prestidigitation and Druidcraft, but I feel the spell should be expanded to include the description of invoking minor religious phenomena, spaltbooks later on could better elaborate things like how a cleric of Odin could create floating runestones and spectral ravens as an example. Confusion is still the game slowing spell that it was before, I feel it needs something more streamlined then looking up that table every round for each affected created, as even with Pathfinder's evenly distributed chances of each result, it still slows things down. While I feel it's neat that Rock Gnomes are effectively Tinker Gnomes, the Tinker ability needs some more versatility. [/QUOTE]
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