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    Legends & Lore: What Worked, What Didn't

    Heh, I remember that stupid aura - aura of antipathy is something that I severely doubt will survive through the playtest process - they are aware of the math involved with the aura and how it is ridonkulous. Read through the spells, some of them have some subtle but powerful changes, and...
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    D&D 5E (2014) Non choices: must have and wants why someone that hates something must take it

    I know one thing I intend to forward along is the idea that damage cantrips should be separated from non-damage cantrips, and it should be a game option to include damage cantrips as a whole. Something like mages get X cantrips, and as a sidebar, optional damage cantrips, where if the players...
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    D&D 5E (2014) Should Next reintroduce new initiative rolls every round?

    Voted No because it makes readying actions sort of chaotic.
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    Legends & Lore: What Worked, What Didn't

    Oy, this explains a ton. >_< Loki, PM me an e-mail address, I'll hook you up with the latest public files. (101413) Cybit
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    D&D 5E (2014) Wizard's at will damage cantrips concern

    I feel like a keep under siege that runs out of crossbow bolts is far more screwed than just one wizard's ability to hold off orcs with a crossbow. Like, you're in a bloody keep. There should be hundreds of bolts. Also - how many rounds of firing crossbows are you talking about? 60? That...
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    Legends & Lore: What Worked, What Didn't

    Lol yeah I saw that too. I would just reiterate that folks keep an open mind about the game and just read the rules when they come out. That's what I'll end up doing.
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    Legends & Lore: What Worked, What Didn't

    Ahhhh MiBG, ok, that makes sense then. Yeah - check out the latest season and I think you'll see some pretty good changes with regards to spells in that sense. Assuming they've updated the rules at least somewhat. As for Web, I'll pass along the idea that someone only needs to make a save...
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    Legends & Lore: What Worked, What Didn't

    Not quite... at DC 13, the breakdown is more (assuming a +0 DEX mod, which, is really generous in terms of the targets) as well as a +0 STR mod. In all honesty, that means the creature's probably a caster, and doesn't really give a crap about web (as spells are often unaffected by restrained)...
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    Legends & Lore: What Worked, What Didn't

    Ahh yes, Rolled Stats could get you an 18, but the odds of that are very rare, and not something you can count on. Note: There is no race in the public playtest (101413 file) that gives a +2 to a casting stat. The only +2 is STR from a half-orc. So there is no race with a +2. I'll go...
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    Legends & Lore: What Worked, What Didn't

    Nope - on the 101413 Classes file, page 6 under Bard, saving throw DC is 8 + mod + prof bonus (with instrument in case of Bard).
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    Legends & Lore: What Worked, What Didn't

    You guys do realize that a DC 15 is impossible to reach at 3rd level, right? the DC for spells is 8 + spellcasting mod (which, at 3rd level, is capped out at +3, since the highest buyable stat is 16, with a +1 race bonus, for a score of 17) + a proficiency modifier of 2. So, uh, yeah. That...
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    D&D 5E (2014) 5E imbalance: Don't want to play it

    For the sake of this thread, I won't try to quote folks, since the pages will just get too long, but as some points of clarification - A) The dwarven wizard, while playable, would give up significant DPR to get an AC of 18 at level 4. Assuming that all multi attack spells target 3 monsters...
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    D&D 5E (2014) Wizard's at will damage cantrips concern

    Staring at the latest documents - crossbows are almost strictly better now for spellcasters than their cantrips for damage; unless you really want the ability to slow something.
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    Legends & Lore: What Worked, What Didn't

    I think because people spent a lot of time making those choices, and because there were so many to make, it became the focus of the game. In any game you play, the thing that is the most time consuming often receives the majority of attention & brainpower, methinks.
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    D&D 5E (2014) 5E imbalance: Don't want to play it

    Nope, didn't mean to imply that. There is a quite simple fighter option also available (roll d20, hit, deal damage, move on), but one of the other fighter options is very tactically complex.
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    D&D 5E (2014) Wizard's at will damage cantrips concern

    I understand where you're coming from - the only thing I can think of is that at low levels, most wizards / spellcasters will be as good at using a bow as a non ranged specialized martial character, or close to it, and that should actually give sages an option in combat. That said, I wish I had...
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    Legends & Lore: What Worked, What Didn't

    Because of the way many spells are written (like sleep) to use max HP as targeting limits, a wizard's low HP is also scary in terms of mage on mage combat as well as normal combat.
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    D&D 5E (2014) Wizard's at will damage cantrips concern

    Speaking purely from a public playtest material standpoint... It's really hard for folks not to end up taking at least one of the damage cantrips, if not both. I think the best choice for Wizards at this point is to just increase the number of cantrips casters start with. As an odd side...
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    D&D 5E (2014) 5E imbalance: Don't want to play it

    As for the tactical melee fighters & simplistic casters, I will posit the following. I have two groups that I play the playtest with - one is full of brand new to D&D (never rolled a d20-new) younger players, the other group is full of very intelligent adult coworkers (they all have engineering...
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    Legends & Lore: What Worked, What Didn't

    The HP limits on spells absolutely destroy a lot of the AoE effects, since the HP limits are total HP across all creatures. Sleep / similar spells are nasty, but IIRC, the total HP limits basically stop it after 2-3 creatures, assuming the caster rolled exceptionally well. That's one of the...
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