D&D 5E New D&D Next Playtest package is up (19/9/2013) [merged threads]


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And so this bonus should stay, and be celebrated in song as one of the best design choices in the Races document, working not to ghettoize a race into a niche but develop them into a more nuanced creation. Cue trumpets and choirs.

Note that it's not the case that the race has training in the skill (again, cf. Dwarf and Elf weapon proficiencies): on default, they are not capable of greater intimidation than anyone else. But they will tend to do better, on average, at this one charisma-based check, than other races. Which is a perfectly acceptable design choice.

Giving races random abilities without explanation or reason is everything but a "perfectly acceptable design choice".
 



According to the Read First-doc, the crits rule has changed, but in the How To Play-doc, it seems they forgot to change it from the last version (no maxed out die, add one die). Anyone heard or read anything about this?
 




Half Orc advantage on Intimidate
This situational bonus could be coming from orcs having a nasty reputation. It's easier to play on people's fears when you are their Big Bad Wolf :-)

Multiclassing
I hate 1-level dips. I am neutral concerning abilities prereqs. I guess they did quite a good job at balancing it all (except armor proficiencies), but I am afraid most of the balancing is done at a subliminal level (ability score increases, for instance). It reeks of system mastery...

Skills
Proficiency works smoothly. Tools and Expertise feel clunky.

Saving Throws
Beurk ! From mid level on, sfx targeting untrained ST are almost impossible to resist. I believe we could design something around a universal mechanism enabling to trade HP loss for additional STs. Weak STs would then become weaknesses, rather than Win/Lose buttons.
 

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