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  1. Melkor

    Wizards: Already Too Strong?

    I like it.
  2. Melkor

    Wizards: Already Too Strong?

    This was the same thing we encountered during the playtest, substituting the Ogre for the Owlbear. A bit too powerful. I think they should tie the results of the Ray of Frost to the targets hit points like they do for the Sleep spell.
  3. Melkor

    Charging?

    I would like to see the charge remain monster specific, and become a class ability for Fighters, and possibly some other classes (as they level).
  4. Melkor

    Wizards: Already Too Strong?

    After our initial play test, it did feel a bit like the Wizard and the Cleric of Pelor were both a bit overpowered.
  5. Melkor

    Save or suck Medusa petrification

    I really like the way the Medusa is written up in the playtest.
  6. Melkor

    AoOs?

    In our playtest last night, the DM just ruled that you could take an attack if an enemy tried to move away from an engagement (in place of your next action). It seemed to work well, but not sure if it's the answer we will continue to use.
  7. Melkor

    The 88 Hit Point Ogre in the Room

    Too bad experience points are disabled right now. :)
  8. Melkor

    The 88 Hit Point Ogre in the Room

    I talked about battling that Ogre in another thread on our initial playtest. The fighter rolled poorly, but all of the other characters did well, and the fight took about an hour and was a lot of fun.
  9. Melkor

    The Playtest Fighter

    This. A thousand times this.
  10. Melkor

    D&D 5E (2014) Played our first D&D Next Session - Questions and Impression

    Hi Synthapse - The first combat against the orcs was lightning fast. The second combat against the Ogre took about an hour, but could have been a lot faster if the Fighter would have been rolling well, and we would have been well versed in the system. I think that once we know what we are...
  11. Melkor

    D&D 5E (2014) Played our first D&D Next Session - Questions and Impression

    Thanks for the response folks. A bit more on the session - The DM wasn't able to read the rules as thoroughly as I was today (I was off work, and he had to work late), so he handed out characters and asked everyone to read over them and get familiar, and think of any questions they might have...
  12. Melkor

    D&D 5E (2014) Played our first D&D Next Session - Questions and Impression

    Good point. That was probably the reason behind it. And yes, the average damage roll the DM made for the Ogre had something to do with it, and the crit against the Fighter. With different rolls, the situation would have probably been quite a bit different, so the "feel" would have changed.
  13. Melkor

    D&D 5E (2014) Played our first D&D Next Session - Questions and Impression

    I should have said "never fails" at certain actions on a bad roll. They could still fail badly if the DC was 20, and they rolled less than 10, and the 10 stood as the minimum.
  14. Melkor

    D&D 5E (2014) Played our first D&D Next Session - Questions and Impression

    Hi folks, Just wrapped up our first session of the D&DNext Playtest, and thought I would post a few observations and then ask a few questions that came up during play. Overall, we had a great time, and the game felt "classic," but a little different than old school D&D (in a quote "weird" way)...
  15. Melkor

    It's a peach

    I agree completely. It looks really, really promising. About to head to our first playtest session. Can't wait.
  16. Melkor

    Illumination and Obscurity

    The rules in the DM Guidelines PDF talk about the different kinds of illumination (bright light, shadows, and darkness), and mention "lightly obscured" and "heavily obscured," but I can't find what those states of obscurity mean in the PDFs. Am I just missing it? Thanks
  17. Melkor

    Long Rest - Regain Full Hit Points

    You make a good point there. If a module is added for lingering injuries, regardless of current hit point level, I could probably get behind the "Long Rest = Full HP Recovery" rule.
  18. Melkor

    Long Rest - Regain Full Hit Points

    I get the reasoning behind it, but I also think that it just seems ridiculous for a character to suffer some kind of grievous injury, and without the aid of magic, pop up after an 8 hour rest unscathed. It just feels super gamist. There are plenty of reasons in an adventure that can keep...
  19. Melkor

    Long Rest - Regain Full Hit Points

    I get the reasoning behind it, but I also think that it just seems ridiculous for a character to suffer some kind of grievous injury, and without the aid of magic, pop up after an 8 hour rest unscathed. It just feels super gamist. There are plenty of reasons in an adventure that can keep...
  20. Melkor

    Long Rest - Regain Full Hit Points

    So far, I am ecstatic with what I am seeing in the playtest, but the one thing that bothers me at this point is that your character regains all of its lost hit points after a full 8 hour rest. I would rather see this as an optional module rule than part of the core, as it means that a character...
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