Search results

  1. KidSnide

    D&D 5E (2014) Damage in this Packet is Totally Out of Control

    I don't mind multiple attacks as a special ability, but I really like the fast combat that results when 90+% of PC turns only require a single action. Yes, some players are good about rolling everything ahead of time. But you're lucky if you play with a whole group of those players, and the...
  2. KidSnide

    D&D 5E (2014) Spell Preparation - A Better Vancian or a Bridge Too Far?

    I'm not sure that would be a good idea. A 2nd level spell is already more difficult to cast (in that it requires a higher level slot). If 1st level spells were easier to prepare, then high level casters would have a huge quantity of lower level spells prepared and would be ready with the whole...
  3. KidSnide

    D&D 5E (2014) Damage in this Packet is Totally Out of Control

    At high levels, the difference between an improvised weapon and a +3 two-handed sword is all in the two-hit roll. Even at high levels, getting a +3 to hit bonus is a big deal. Turning a 65% to hit chance into a 80% to hit chance increases damage by 23%, plus the (admitted small) bonus to...
  4. KidSnide

    D&D 5E (2014) Damage in this Packet is Totally Out of Control

    Well, the real issue here is a side effect of flattening the to hit math. By changing to hit math, they have placed most of the leveling pressure on damage and hit points. (The math isn't completely flat, but it's a lot flatter than it used to be.) So, if a 20th level fighter is supposed to...
  5. KidSnide

    D&D 5E (2014) Spell Preparation - A Better Vancian or a Bridge Too Far?

    One thing that I really like about the new packet (at least on first impression) are the new spell preparation rules. By forcing characters to pick their spells, you get much of the tactical interest of old-school D&D. The number of spells a character gets to prepare is still fairly limited...
  6. KidSnide

    D&D 5E (2014) A Hint of Elegance in the Latest Playtest

    Martial damage bonus exists for the simple reason that a crap load of dice would slow down combat at high levels. Right now, their math says that level 17-20 fighters need a +40 damage adjustment and forcing folks to roll dice that average to 40 just takes too long for an "every round"...
  7. KidSnide

    D&D 5E (2014) So, have we missed the boat on simple character creation?

    In the basic version of the game, there is probably only one tradition / scheme / style / deity per class. (And, if you want it super-simple, you can start each class with a default attribute array.) -KS
  8. KidSnide

    D&D 5E (2014) Skills & Proficiencies

    Although I like flatter math, I tend to think that the current packet may be a little too flat. That said, I like the math of skill dice. Instead of the even probabilities generated by a d20, the d20+skill die creates a decreasing likelihood of getting unusually high or low results. For...
  9. KidSnide

    D&D 5E (2014) December Package is here, it was about time!!

    My initial takeaways: - Skill Dice: I like the math of skill dice. Instead of the even probabilities generated by a d20, the d20+skill die creates a decreasing likelihood of getting unusually high or low results. For mid-ranged checks, it's effectively just a bonus. But for tasks that are...
  10. KidSnide

    D&D 5E (2014) Elementals - good start, can we get some more variety please

    Agreed. Elemental archons also came into play here. I don't think many people felt it was necessarily a good idea to take the term "archon" and apply it to something completely different. (That's mostly just confusing.) But it was a good idea to create a race of elementals that had more...
  11. KidSnide

    D&D 5E (2014) Are we back to Feat taxes?

    This thread points out a very legitimate point, which is that -- under the current rules -- sword-and-board probably dominates the two-handed weapon and single weapon fighting styles. I think it's fair to say that this type of style efficacy domination (though arguably realistic) is a flaw in...
  12. KidSnide

    D&D 5E (2014) Review design goals

    I think the baseline is pretty clear: backgrounds and ability checks. Backgrounds provide skill abilities targeted mostly at the interaction and exploration pillars. Plus, if skill/ability checks don't dramatically escalate in difficulty, any character will have a baseline level of competence...
  13. KidSnide

    D&D 5E (2014) Attacks per round.

    Actually, that's not true. A 6th level fighter can attack (and hit) twice as often, but he can only apply his expertise dice once per round. Why? Other than requiring players to have several d20s, I'm not sure why the interaction is especially interesting. -KS
  14. KidSnide

    D&D 5E (2014) Attacks per round.

    Those are all good reasons for having a multiple attack mechanic, but they have to be balanced against slowing down combat -- which is a very, very big concern. -KS
  15. KidSnide

    D&D 5E (2014) Attacks per round.

    I don't think any characters should get more than 2 attacks per round. It's just not worth slowing down combat to accommodate more than that. I think one of the key realizations in D&DN is that each character should do one thing per round. Not one big thing and some minor things -- one thing...
  16. KidSnide

    Short People

    Agreed. I like the idea of focusing on the home, and love how they took advantage of halflings interacting with real-life objects that appear large in proportion (like the frog). But the pictures themselves looks like cartoons -- they aren't even in the same genre as the previous editions of...
  17. KidSnide

    D&D 5E (2014) Rogues and Sneak Attack

    I like the sneak attack maneuver. I think it's a really strong way of giving the rogue "near-fighter" damage, but with some requirements that should be achievable (although maybe not on the rogue's preferred target) almost every round. But I agree that it's not really a sneak attack, so I'd...
  18. KidSnide

    D&D 5E (2014) October 29th Playtest Class Changes

    The rules are unclear about this. Page 16 of the How to Play document says: And yet, on pages 4-7 of the same document, Strength and Dexterity state that they are added to attacks and damage for melee and finesse/missile attacks, while the Magic Ability description (for Int, Wis and Cha) say...
  19. KidSnide

    D&D 5E (2014) October 29th Playtest Class Changes

    That was my initial reaction too, but I'm coming around to deities because I think it's more accessible for new players. In 3e, players had to pick a deity and then choose a domain (actually -- choose 2 from a list). As part of D&DN's focus on reducing the number of unimportant choices in...
  20. KidSnide

    This Week in D&D

    I don't really understand what tools you're looking for? Random monster tables? All you need to "unscale" monster level is to ignore the level of the PCs when you are populating the world. -KS
Top