Personally, what I don't want is an ever-expanding list of player options spread across a million different articles and source books that I have to master in order to have a reasonable chance of anticipating rules interactions and adjudicating rules at my table. I want to limit a campaign or an...
Successively casting Shield to stack up an obscene AC (say in reaction to a series of multi-attack) is just one way this feature seems ripe for abuse.
It may be worth noting that the (O5E) DMG specifically warns against making action economy changes like extra reactions. Quoting from pg. 263...
Someone else mentioned it already, but why not foreshadow some aerial predators early on? Not something unbeatable, just enough of a threat for the players to be cautious about sending someone to soar through the open skies on solo-scouting missions?
Have you seen this collection of Sorcerer subclasses? I can't speak to whether they're balanced, but when I found it, I remember thinking "now, these feel like arcane bloodlines!"
Thinking of Sorcerers in context of Level Up also got me thinking its reframing of race+background as...
I'm quite excited about this new wording and its impact on combat, and I've been mulling over how it'll interact with other aspects of combat. This got me thinking about flanking. I think it's great that PtA now stacks with flanking (by increasing expertise dice) but it made me wonder if you can...
Nice, this sounds almost identical to my suggested text back in that...other...thread =)
I will try to rally the troops and run another playtests with these new rules, and shall report back...!
:eek:
...ya know, I've never actually played a 5E character - even though I've GM'd hundreds of games of it! Which means...I've never rolled a HD for a short rest....which means...I just missed this.
I need to go contemplate my existence now =).
@Rant I've been in professional (video) game development for a good while, and one thing I know is that no matter how much internal testing you do with any game, there are always big, potentially-fatal balance issues - it's just a matter of when they get discovered. This is, in fact, why we get...
I'm trying to go through the combat-oriented rules in detail, but for me the big Gordian knot left to untangle are Maneuvers. Can any of the devs speak to how Maneuvers were balanced or how we should try to evaluate their action economy?
So far, I've tried assuming a Maneuver is equal to a...
...Also, sprint-kiting: given the rules of sprint that allow you to recover from previous rounds of sprinting in a single round as long as you don't sprint so long as to gain fatigue, combined with the speed differential between those in heavy armor and those not, there's now a built-in kiting...
...Wow, another big one I only just found: You now add your Con modifier (presumably positive or negative) to each hit die you roll at the end of a short rest. That's a huge change in the relative balance of Con against other attributes, and a huge bump in total HP resources for an average party.
Here's a new one I found related to cover & stealth: pg. 451 says half and three-quarters now also grant their +2/+5 bonuses to "...ability checks made to hide," and unlike "lightly obscured," this bonus isn't specified to only affect perception checks involving sight. Full cover grants no...
@Anselm - Ah, yes - I didn't read your scenario closely enough. I thought you were saying B would get advantage on A (full stop), rather than advantage + disadvantage would make a straight role. Your reading for 1v1 matches my reading, then!
In my playtest, initiative order actually didn't...