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    D&D 5E (2014) Cleric questions about Oct 29 Packet

    To my mind, it'd be simpler for everyone if all orisons were at-will by default (and each domain gave you a unique one or improved an existing one), and there was one or more "special" domain/deity (knowledge?) that treated orisons like normal spells (giving you access to the whole list but only...
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    D&D 5E (2014) October Playtest: Yay or Nay?

    I agree overall. The caveat I'd add is that the "red meat" they're throwing us with maneuvers, etc., is probably necessary to get a real feel for the rest of it. For example, my feedback on specialties would be very different playing the first playtest fighter versus the second fighter, because...
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    D&D 5E (2014) October Playtest: Yay or Nay?

    I will say that around the first playtest I had a lot more confidence that WOTC knew what they were doing with the playtests and feedback. But then I saw them making changes in response to feedback (like going back and forth on Turn Undead), with Mearls directly stating that they were making...
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    D&D 5E (2014) Maneuvers discussion

    My current guess is they got rid of those maneuvers so that people would test out the free form stunts, but I hope there's something like that Overpower eventually. Also, would mighty exertion work on these contests?
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    D&D 5E (2014) How should the Sorcerer look when he (or she) comes back?

    In the second playtest, the draconic sorcerer had its own unique flavor and mechanics (even though it shared most of its spells with the wizard). It was my favorite class in that playtest. But that made some wizard fans complain because THEY wanted spell points. So WOTC said okay, we'll make...
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    D&D 5E (2014) Wizard: Signature spells prepped at higher levels?

    Yes, but if he has teleport as his "signature" spell that recharges every short rest, and he's allowed to prep it as a fifth-level spell (you said 9th but I assume you meant 5th) and still have it recharge, that means he gets... lots of teleporting.
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    D&D 5E (2014) Wizard: Signature spells prepped at higher levels?

    As an overall system I would indeed prefer something like this. But if we're trying to stick close to D&D roots here (which WOTC obviously is), we're stuck with leveled spells - and in fact, this idea would re-introduce one problem with "signature" spells. The biggest argument against...
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    D&D 5E (2014) Exploration Rules You'd Like To See

    One thing I've seen people do in 4e skill challenges was have people lose healing surges with failures... coupled with a rule that only lets you take an "extended rest" when you're actually out of danger ( or have passed a couple milestones IIRC). I could see adapting this for 5e exploration...
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    D&D 5E (2014) What's Your Spell Slot Sweet Spot?

    I think 6-8 dailies, one or two per-encounters ("signature" spells), and 2-4 at-wills. You can cut out the signature spells with no real harm done, as long as the at-will spells are still worth a turn at high levels. Starting at fewer is fine, but I think you should reach this level fairly...
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    D&D 5E (2014) Wizard: Signature spells prepped at higher levels?

    So here's a technical question: can wizards prep their signature spells at higher levels? Specifically, can a level 10 battle mage prep Thunderwave as a 5th-level spell (doing 6d6 damage and tossing enemies back 35 feet) and have it refresh every short rest? If so, this would be a big benefit...
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    D&D 5E (2014) +# magic items so much fun!

    That's exactly what the Minor Properties table does. As DM I'd certainly customize the minor properties of items I created to make sense; I probably wouldn't toss out randomly generated Celestial Sinister Black Dragon Armor.
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    D&D 5E (2014) Exploration Rules You'd Like To See

    So, I think the goal here would be to take the basic concepts of skill challenges but not necessarily the 4e mechanics. Here are some considerations: 1. Failing forward: A failed check should not mean death any more than a failed attack roll means death in combat. This means that there should...
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    D&D 5E (2014) Maneuvers discussion

    Hey, I just noticed they got rid of the push and knockdown maneuvers. Why on earth did they do that? Along with the loss of the jab and snap shot maneuvers, this means there's no way for a fighter to trip/knockback/grab and attack in the same turn. I think this is a huge loss and I'm rather...
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    D&D 5E (2014) Maneuvers discussion

    Good call. I think it should work for Con checks too. Vault should go bye-bye because jumping should be a strength-based skill check, meaning this should be another use for Mighty Exertion. From the wording, it definitely looks to me like you add modifier damage with Cleave, which is funny...
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    D&D 5E (2014) The Return of the HealBot

    My solution: bring back Channel Divinity and get rid of all other healing spells. Then give each domain an iconic use for Channel Divinity that also involves healing: War can let you attack and heal in the same turn, Lifebringer can let you divide your healing among more than one ally, Sun can...
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    D&D 5E (2014) The new playtest feats need more action!

    So the more I look at the specialties from the new playtest, the more I'm vaguely disappointed. Sure, a lot of it is that they cut some of my favorite specialties, like Necromancer and Defender - hopefully just for this playtest. But when I looked through the new feats, I noticed another...
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    D&D 5E (2014) October Playtest: Yay or Nay?

    If they aren't worried about combat being balanced... That's pretty weird. Well, they might not find out if duelists are fun to play, because lacking their own specialty fighters with rapiers are significantly mechanically inferior to fighters with greatswords and thus a decent chunk of...
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    This One Goes to . . . Ten [Merged four Oct 29 Playtest Package announcement threads]

    They did fix glancing blow. Now you just need to hit AC 10 (not roll a natural 10), which means a level 1 fighter needs to roll probably a 3.
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    D&D 5E (2014) Wizard's new spells

    Fighters quest for magic weapons, wizards for spells. Especially in 5e where apparently there are no +x implements to power up spell casting. I'd say 2 spells per level automatically and more through questing would be a decent compromise... Especially since ATM wizards can only prepare two...
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    D&D 5E (2014) Cleric questions about Oct 29 Packet

    Seems to me like a compromise that doesn't help anyone. Grognards can still complain about laser clerics and everyone else gets a more complex system to manage, fewer interesting options, and less variation in spell selection.
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