The game play feels a lot like "Forgotten Realms Unlimited Adventures" which isn't a bad thing.
Characters and monsters scored roughly the same amount of hits but monsters got taken out easily, often in one round because of their low hit points. Tougher monsters just felt like chopping down trees.
I'm concerned that 1st, 2nd and 3rd level felt like the same play. The only improvement I could really notice was that one new power everybody got.
The monsters really weren't interesting. The combat wasn't interesting. It's just missing something. In 4th edition, monsters had at an average of 3 to 4 powers. That was interesting.
All in all, this new bonus system where all bonuses are under +10 seems like it will make play much faster and easier. I wasn't with it at all when I first found out. But, will every game feel like the same level? There needs to be noticeable change in the character's toHit in some way.
As for spells, and leveling-up and this character progression -- we just haven't been given enough information -- information I felt should be given so we could build different characters as the developers suggested. You can't swap out elements of a theme when you don't know where some of the bonuses are coming from.
Things I won't accept in the game are fewer.
Even though I'm for static hit points and adding the constitution score at 1st level -- I also don't want hit points fully healed after every extended rest without work. Sure I'm going to want the healers to be powerful enough to heal everyone during rests fully -- but it won't be too easy.
I hate the idea of any power doing auto damage or even half damage. A hit is a hit and a miss is a miss to me. No reasoning is going to change my mind on that.
I love the actions during combat especially the Dodge Action.
I like the damage conditions but I'm just not sure granting advantage for everything is always the best solution. Rolling twice is a very powerful game changer. It shouldn't happen on a "DM may I" basis all the time.
Love the ability rolls for attacks, saves and DCs. Always wanted that and fought for it hard when 4th edition came out.
The idea of limiting ability scores and armor class is growing on me as long as magic can increase those natural bonuses between +5 and +10.
I want 30 levels not the hinted 20 level characters.
But I also want Epic levels to work. I don't want monsters to be laughed at and I do want them to be challenging in great numbers. So you have my blessing my sons and daughters -- go forth and flatten the math.
D&D needs something fresh and new. A fumble and critical table for every power just as in some of the 3rd party D&D material?
Spells and powers need to be organized by what they do and leveled by how powerful they are against enemies. Look at our discussion of "Hold Person" where forum members make very good suggestions on how to do this.
Don't just have a random redundant powers list. That's what turns people off to 3.5 3.75 and 4th edition.
Weed the powers and feats down and make them all attractive and powerful. Think of a combat application for every power. One guy even suggested using Floating Disk as an archery platform. Genius.
All in all, I think you have a good grasp of your core mechanics and combat direction. But now it is time to clean up those powers. Organize them in your backgrounds, themes, classes, whatever -- but make them easier for players to choose.
Skills are all right.
I'm bored now waiting for the next play-test material. Forget about the spelling just gimme.
Characters and monsters scored roughly the same amount of hits but monsters got taken out easily, often in one round because of their low hit points. Tougher monsters just felt like chopping down trees.
I'm concerned that 1st, 2nd and 3rd level felt like the same play. The only improvement I could really notice was that one new power everybody got.
The monsters really weren't interesting. The combat wasn't interesting. It's just missing something. In 4th edition, monsters had at an average of 3 to 4 powers. That was interesting.
All in all, this new bonus system where all bonuses are under +10 seems like it will make play much faster and easier. I wasn't with it at all when I first found out. But, will every game feel like the same level? There needs to be noticeable change in the character's toHit in some way.
As for spells, and leveling-up and this character progression -- we just haven't been given enough information -- information I felt should be given so we could build different characters as the developers suggested. You can't swap out elements of a theme when you don't know where some of the bonuses are coming from.
Things I won't accept in the game are fewer.
Even though I'm for static hit points and adding the constitution score at 1st level -- I also don't want hit points fully healed after every extended rest without work. Sure I'm going to want the healers to be powerful enough to heal everyone during rests fully -- but it won't be too easy.
I hate the idea of any power doing auto damage or even half damage. A hit is a hit and a miss is a miss to me. No reasoning is going to change my mind on that.
I love the actions during combat especially the Dodge Action.
I like the damage conditions but I'm just not sure granting advantage for everything is always the best solution. Rolling twice is a very powerful game changer. It shouldn't happen on a "DM may I" basis all the time.
Love the ability rolls for attacks, saves and DCs. Always wanted that and fought for it hard when 4th edition came out.
The idea of limiting ability scores and armor class is growing on me as long as magic can increase those natural bonuses between +5 and +10.
I want 30 levels not the hinted 20 level characters.
But I also want Epic levels to work. I don't want monsters to be laughed at and I do want them to be challenging in great numbers. So you have my blessing my sons and daughters -- go forth and flatten the math.
D&D needs something fresh and new. A fumble and critical table for every power just as in some of the 3rd party D&D material?
Spells and powers need to be organized by what they do and leveled by how powerful they are against enemies. Look at our discussion of "Hold Person" where forum members make very good suggestions on how to do this.
Don't just have a random redundant powers list. That's what turns people off to 3.5 3.75 and 4th edition.
Weed the powers and feats down and make them all attractive and powerful. Think of a combat application for every power. One guy even suggested using Floating Disk as an archery platform. Genius.
All in all, I think you have a good grasp of your core mechanics and combat direction. But now it is time to clean up those powers. Organize them in your backgrounds, themes, classes, whatever -- but make them easier for players to choose.
Skills are all right.
I'm bored now waiting for the next play-test material. Forget about the spelling just gimme.
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