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    So the playtest is out: What do you think? The EN World poll!

    Liked it. I liked the mechanical aspect, except the fighter, which I hated. Armor is a bit iffy. I think 10 spells at 1st level for a wizard is too much. I think some spells are a bit too powerful. Otherwise, I'm a happy bunny.
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    Combat issues: slayer + at-will magic missile.

    I think the magic missile mechanic should be the same as it is currently, but it should be a spell and not a cantrip. Getting an infinite amount of sure-hit damage can lead to all kinds of problems.
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    Which classes do you like?

    I like all of them except the fighter, and I'm absolutely in love with the rogue. Best level 1 rogue I've seen in D&D.
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    The Playtest Fighter

    I understand what you're getting at, but if stunts are supposed to be a big part of the class, common stunts need to be balanced and not left up to the DM. How pushing, feinting and other stuff you're likely to be doing works needs to be playtested on a common ground for the class to function...
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    Dwarf and poison.

    That would defeat the whole point, though. Not having to roll at all is what makes it feel so fantastical; you're friggin immune to poison! I love it, and I hope to see more racial abilities with this much impact.
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    The Playtest Fighter

    The fighter seems to be one of the major gripes people have with the playtest, and I have to agree. I understand the need for a simple playstyle to appeal to new players, but that playstyle should be the exception and not the norm. Most 5E players won't be new players, they'll be players that...
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    Probability question: Advantage and Disadvantage

    Don't forget to take into account natural 1s and natural 20s. You normally have a 1 in 20 to get a critical hit or a natural miss. With advantage and disadvantage respectively, that changes to 1 in 400.
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    First Impressions?

    I think all of the characters are awesome, except the fighter who is okay I guess. I like the overall layout of everything, it's written in a straightforward language but it's not too dry. I don't like rolling for HP. I like what I've seen in the Bestiary so far. Goblins and their chiefs look...
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    Guidelines on monster behavior and priorities in combat

    Now, I think we can all agree that we don't want an 'aggro' mechanic in D&D, but at my gaming table, the behavior of enemies in D&D has often been a source of argument. "Why is that kobold attacking me? I'm way behind everyone else!" "Oh yeah, like that bear would be smart enough to go for the...
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    Opposed Rolls?

    I want opposed rolls for saves but not for attacks. Saving throws generally have a more drastic effect, such as being dominated or falling a sleep and having some sort of say in whether that happens feels better than relying on a static defense while your opponent rolls the die.
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    Please step away from the 4th edition "effect everything" abilities.

    I have never liked the ranger's favored enemy mechanic. It's too situational, and a 'favored enemy' sounds like something that's tied into the character's backstory instead of its class. I think the ability to hunt a specific quarry is a lot better suited to the ranger, mechanically and...
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    Stunts or Powers?

    I personally think tactical infinity is too vulnerable to DM bias. Let's say the player wants to spin around in an arc with his sword and attack all the opponents around him. Sounds reasonable enough. But without rules to describe the action/power, it comes down to the DM to decide how the...
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    Stunts or Powers?

    I may be 'capable' to do a lot of martial arts maneuvers, but I sure as hell don't know how. Any human can try to spin around in a circle with his weapon. Chances are it won't do anything. However, if someone's trained to perform a Whirlwind Attack, it should be that much more effective. In...
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    Scrolls, spellbooks, and learning spells

    One of the main power bloat issues wizards had was their forever expanding spell list. I personally think that the learning of new spells should just be represented by leveling up and reaching some sort of understanding or epiphany that allows them to cast those new spells. I mean, why should...
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    Wands and Staffs: Impliment or Spell Containers

    Implements. Alternatively, I'd go for option c) A magical ranged weapon for casters, just like a longbow is for a martial character. Just ANYTHING other than spell containers please.
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    Supporting Diablo-style Gameplay

    I'm personally happy to see they're going for less intrusive magic items. Maybe later they can explore how to cater to a playstyle like the one you suggested, but for now I don't think it should be a priority. Especially not for the initial release since such a change can have a big impact on...
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    Bend, dont break.

    I think magic just gives another approach to problems. Charm Person tries to overcome the opponent's mental defenses instead of using diplomacy to get him to do what you want, but it's risky. If the target makes its save, not only have you wasted a valuable spell slot but you may have made the...
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    Your Own Design Goals

    Well, since people seem to have differing opinions on the design goals posted in the blog so far, I figured it might be interesting to see what design goals you guys would set forth for the various classes if you were on the design team. You can do it for classes who's design goals have already...
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