So DC is staying at 8+ ability modifier.
Almost everyone I talked to thought it should be 10+, figured it would go back to that in the main game.
And official, the penalty for making a ranged attack while next to an enemy is that you have disadvantage on your attack roll. I know Mearls tweeted something like that awhile ago but good to see it in the book.
A little disappointing that there's no illusion spells (Mearls said a while ago that they were planning to have a few in the Basic rules).
Interesting that there's no spare the dying. In the public playtest, that was pretty much an auto-pick.
Also, I wonder why disadvantage for attacking w/ ranged while in melee instead of advantage to those who threaten you?
1. The "Cloud" shape of spell effect didn't make it into the Starter Set.
2. The channeling of positive energy to heal wounds is now in the "Evocation" school, rather than the "Conjuration" school.
I'm playing a Dead in Thay game with a Cleric who has guidance. Not actually as handy as it seems. Sure, you get a +1d4 every now and then--but it's only one character at a time, and you have to touch them. Its main purpose in our game is to let the Cleric player ham it up about his deity a few times per session (and the rest of the party make fun of him when the check fails anyway).My only nitpick is that Guidance is still a cantrip - i.e. unlimited bonuses to everyone's skill checks![]()