D&D 5E 02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][

1987-88 start date, but the same here. I had little hope that they'd go back to "magic-user", but "mage" is a good compromise.

'81 start date; I find magic-user to be too clunky. Mage or wizard both OK. If there will be multiple arcane spellcasting traditions (warlocks, sorcerers, etc), either Mage or Wizard could be the over-title, but Wizard has the most recent baggage from 3E and 4E.

Or maybe pick another term altogether ... Arcanist?
 

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KaiiLurker said:
Yes, I know, but my point is that Sorcery/Witchraft would have to be very complex itself. The most elemetnal changes needed to mak a sorcerer would be pretty simple (switch Int for Cha, remove spellbook, remove ritual casting, add all simple weapons), but then we are faced with what other changes would be needed in order to bring up the resulting sorcerer to be a match for the wizard(whose flexibility is only limited by DM fiat), those would extend further into the class table. SO in order for me to play a simple caster I have to distill it from the inherently more complex wizard, which is like having to distill a fighter from a paladin.

All a sorcerer or warlock would need to be able to do to match the wizard's flexibility is to have a way to swap spells out from their list of spells known for new spells (3.5 had this). Everything seems about as simple as the Wizardry option up-front. I'm not really seeing this big burst in complexity that you're worried about.
 

All clerics now have armor proficiencies. That's a shame. I recognize that it's a good internal balancing mechanism, but the variation between clerics that existed before was, in my view, preferable. I liked the thought of agile lightbringer clerics boosting their AC with dex because they had no armour.

This is simpler (in that it's the same across the board), but less flavorful.

I bet it's something that they'll be able to switch out, in the end. Personally, I wouldn't mind backgrounds or feats or the various specializations carrying almost all of the "what are you proficient in?" weight, leaving the class itself without an expected equipment set. But I'm a huge fan of flexible, abstract equipment, anyway.
 

All clerics now have armor proficiencies. That's a shame. I recognize that it's a good internal balancing mechanism, but the variation between clerics that existed before was, in my view, preferable. I liked the thought of agile lightbringer clerics boosting their AC with dex because they had no armour.

This is simpler (in that it's the same across the board), but less flavorful.

I noticed the light domain only gets medium armor, while the other two get heavy. You may get your wish.

Also, thievery rogues get 2 turns per round at level 16. Holy moly.
 

I still call them magic-users. 1977 start date :D

I actually much prefer Mage over Wizard.

I cannot dl the packet right now, but sure sounds like they nixed some of the things I really liked from previous incarnation.

Me too, until 11th level, then it was "Get out of my way fool, can you not see I'm a Wizzarrrd!!"

Really liked named levels....
 

This fighter is really disappointing. The gladiator gets to attempt 2-4 times per encounter to trip someone or push them 15 feet. And don't imagine you'll be using the other options. Those are the only two you'll consider. Also forget about recovering superiority dice. Waste an entire action to get another attempt? I can't stress how weaksauce it is that he not only has to roll to hit but has to roll again just to get his benny. Worse yet the dice aren't tied to a DC or anything. Why is this not a saving throw on the part of the target? It's just a random sub-system for no reason, though I guess if you want to appeal to that 1e nostalgia they are doing it perfectly in that respect.

Ways to improve the gladiator: Get rid of the superiority dice. You hit someone. You spend a superiority point. You get the effect. The end. Alternatively, make these effects much stronger and apply a DC. Dirty trick could give everyone advantage, etc.

The knight doesn't do his job and is confusing. You give all attackers disadvantage when attacking you or someone adjacent to you-- unless they attack that other person first and then switch the target to you? Let's pick this defender ability apart really because there's a lot wrong with it. For one, it only protects people standing next to you, not the rogue on the other side of the monster. Furthermore, aside from disadvantage (which you can only impose once a round with your single reaction) there's no real impetus to actually engage the fighter. What the monsters want to do is attack people who are away from the fighter. This is similar but very distinct. Next, Knight's Demand is awful. You waste an entire turn to force a save based on your Charisma (of all the stats) which if and only if it is failed the target will suffer something resembling a vanilla 4e mark with no riders attached. It's worth noting that the night's charisma check bonus die doesn't add to this. Why not? The DC is totally weaksauce as it is. It's not until level freakin' 15 you get reactionary attacks. This actually forces monsters to engage you effectively. Again though, it's still limited by the bizarre targeting of your Defender ability so no protecting your flanking buddies.

The path of the warrior just sucks. I guess if you have a boner for super simple fighters with no options this is your man.
 


The is a LOT of stuff i like in this packet, which is probably my fave to this date.


Spells: I like that a few spells were revised, such as Meteor Swarm. I still think Cantrips should not scale, at least to the extend that they are doing now. Teleport Mishap is still extremely deadly.

Character Sheet: As much as i like getting a new character sheet, I don't like this sheet. I'd like we get an updated version of the original sheet as well in a future packet.

Background & Lore: I miss the Skills. Lore is okay, but i preferred the way Skills were originally designed. I find +10 to when using a Field of Lore to be quite high. I see Character Creation's starting gold (175 gp) is now in sync with this it when forgoing equipment.

Bestiary: I think low level (level 1-2) monsters To Hit are too low. The Ghoul in the Bestiary differs from the one found in the MBG Online PDF Event Supplement. I assume the MBG is the more up-to-date one.

Character Creation: I think 150 gp was sufficient and didn't necessitate higher starting gold. Point Buy got upped to 30 to llosen distribution.

Classes: I don't mind Ability Score Bonus are gone. I am good with variable Class Attack Bonus. but think Spellcasting Bonus should be ditch. I like the Barbarian Paths. Glad Turn Undead now offer a saving throw. I like the Domains better but think we should have a couple more. I miss the option of the robed laser cleric I'd prefer if cleric had no Armor Profiency at base but get through Domains. I like the Fighter's Martial Path, it has varying complexity. I like Arcane Traditions. I think it should cost money to Scribe Scroll and Brew Potion. If all schools are represented in Wizardry, it will be really like Wizard School Specialization of older edition. I like the Monastic Traditions. I am good with Paladin and Ranger not getting spells at 1st level. The Paladin should get more Oaths. I like that the Ranger's weapon fighting style affinity is back with Hunter's Volley and Slayer's Hands. I like the Rogue's new Sneak Attack a lot better. The Rogue Style are cool too. I think Poison Mastery should let you make poison for weapon too. I like Cunning Action a lot and think it should allow to Use An Item (mundane at least) again like we've seen in the A1 Playtest Livestream.

DM Guidelines: I like the Adventuring sections. I like the Ehxaustion rules and how it interact with marching, extreme weather, high altitude, food and water deprivation etc... I also like the Pouch/Chest/Hoard Treasure model a alot.

Equipment: Glad to see the Spiked Shield was finally addressed and i am good with the inclusion of the Buckler. I am good with the change to Healer's Kit, allowing to stabilize only rather than heal. Some weapon revisions seems seems high, notably the Quatterstaff 1d10 and the Greataxe Crit of 1d12+2d8 compared to the Maul or Greatsword. I think making ranged attacks with Thrown Weapons should offer the choice of STR or DEX. I like the Halberd Special property a lot. Longbow seems superior to the Heavy Crossbow in everyway. The Carrion Brain Juice Poison doesn't mention how long it retain potency after being applied to a weapon. I also like the Expenses system for a simple upkeep fees.

Feats: The feats are nice, not sure how balanced they are against +2 ability score, but they are definitly interesting and more character defining than ever. I would be more at ease if feats were only granting +1 to 2 ability scores i think. I was also a fan of 18 ability score cap idea but unfortunatly it didn't make the cut. I like Arcane Archer, Polearm Master and Tactical Warrior a lot. I don't like Archery Master, Fencing Master and Great Weapon Master's -5 attack penalty though.

Races: Still not sure about the Half-Orc +2 STR. I'd like of Humans could get a free Lore of their choice.

Magic Items: I am good with all Rarity revisions. There is still no Shields on the +1 Armor table. The Elven Chain change makes more sense with how Casting in Armor works. Glad to see a revision to the Wand of Magic Missile.

How To Play: I would prefer a 18 ability score cap rather than 20. I think Carrying Capacity should be STR x5 rather than STR x10. I still think taking a Readied Action should move you in the Initiative order. Two Weapon Fighting should be an extra offhand attack as part of an an attack's action otherwise it doesn't stack with Two Attack features, being a seperate action. I still think Critical Hit doesn't BANG enought hard. I think the Short Rest are too long and preferred 5-10 minutes duration. I also dislike the lack of options during Long Rest's recovery. "100%HP & 1/2HD" is not what my group enjoy. The Blinded and Deafened Condition should say you can't see and hear as they currently don't impact your ability to do so in any way.
 


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