First Impressions?

I adore the backgrounds, especially the traits that are grounded directly in the game's fiction. Researcher is made of pure win. I also really like how Attack bonuses and AC remain look like they will remain fairly static. Same deal for saves and save DCs. Also love how combat role flexibility is built into the game with themes.

I have some issues, but I need more time to put my thoughts together.
 

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It's worth noting that you don't move as a single action in the playtest rules. You have your 30' (or whatever) of movement that you can spread throughout the round.

So you can run up to your enemy, attack them, and then use the rest of your movement to back away. Calling that a "move action" just seems a bit weird.

Cheers!
Kinak
Oh yes, that is a change that I do like. No more experiencing this conversation with the DM:
"I walk up to the door, open it, run into the room, and attack him!"
"You can't do that, it's a minor action to open the door, you have to use a move action to move up to the door, and after opening it you can either take another move action or attack."
"That's a bunch of crap."
"Hey, it's the rules."

Although I'm hoping to see rules for opportunity attacks show up soon, personally.
 
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Sort of. The Guardian theme is a crappy Defender, and the Slayer is a laughable attempt at the Striker (considering it's basically a feature built into a Defender power in 4e).
Are you seriously comparing the power of a 4e class with the power of a 5e class?

In 5E's world the guardian might do a pretty job in defending his allies, I haven't played it, but it could work.

-YRUSirius
 

First impression: positive. Advantage and disadvantage seem like a big hit. I love the hit dice mundane healing mechanic. The stuff that's broken, like heavy armor sucking and monster stat blocks not including concise full descriptions of spells, are easily fixed. It's not at all revolutionary, but it was never going to be that.
 

If you are a cleric of St. Cuthbert (or Helm, Torm, Tyr or something) and you enter one of his temples, the clergy will turn around, point fingers, laugh at you and say: "Hah, get outa here, you losy cleric and join some druidic circle or something. You hippy."

-YRUSirius

BFD, the club can be made of metal and they won't be laughing when the Cleric kicks the tar out of them while they have trouble hitting him because he could afford better armor.
 


If you are a cleric of St. Cuthbert (or Helm, Torm, Tyr or something) and you enter one of his temples, the clergy will turn around, point fingers, laugh at you and say: "Hah, get outa here, you losy cleric and join some druidic circle or something. You hippy."

-YRUSirius

You mean the clergy of Saint Cuthbert OF THE CUDGEL are going to laugh at a cleric who carries a cudgel? :hmm:

...

Well, I finally downloaded the docs after 11 hours and 50 minutes. Time to start reading.
 

You mean the clergy of Saint Cuthbert OF THE CUDGEL are going to laugh at a cleric who carries a cudgel? :hmm:
Hm, haven't thought of this. Touché. But what about the clergy of other religions that place high importance into status and would kick you outa the door if you arrive with a wooden weapon of the poor? There is more to weapons than just the raw mechanics, that's all I'm saying. It can be handled as an important status symbol by the DM if he wants to. Story and all that jazz.

-YRUSirius
 

Maybe it is just me, but it feels really arbitrary as to what grants a bonus to something, and what grants advantage/disadvantage. I.e: the Shield spell grants half cover (a +2 bonus to AC) while Shield of Faith grants Disadvantage to attackers. I'm not sure why, but every time something gave a bonus I felt like it would hold more to the system to grant advantage/disadvantage. For example: Dodge, it would make more sense to me if it made all attackers you were aware of be disadvantaged for the attack.
 

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