Sounds like they are cutting back on stuff that may not sell as well, and frankly I have no interest in any of the adventures to date. They are all too familiar to what I have played in the past.
You can only have so many cooks in the kitchen. That applies when developing the new recipe for 5E. Overall, both kitchens, i.e. respective rule systems are a little too simple for my tastes.
I believe Mike regretted some of the decisions he put into the development of the fighter class as being too generic. You may think he would want to follow through to make it even better. In that sense I would hope there would be a revision.
I prefer 'I want to play a noble born warrior from feudal Japan who is a warlord'. How each player gets there is up to them. However, with any fighter presented in 5E I am afraid it will be too simple.
I prefer 'I want to play a noble born warrior from feudal Japan who is a warlord'. How each player gets there is up to them. However, with any fighter presented in 5E I am afraid it will be too simple.
I believe the slow release of 5e by its very nature builds pent up demand, which is a good thing. Compare that to what was released in previous editions and the analogy is finally I can have a baked potato. Why did it take so long? Too bad they can't flesh out a non-magical side to item creation.
I would prefer pre-bonus content, i.e. extra maps, adventures or PDF production. Pre-bonus mechanics probably is needed for some classes and not so much for others, and in that sense 5E does not need more class division.
I would prefer pre-bonus content, i.e. extra maps, adventures or PDF production. Pre-bonus mechanics probably is needed for some classes and not so much for others, and in that sense 5E does not need more class division.
A charisma bonus to hit can reflect confidence in your own ability, but regardless, it does not fit well with 5E. I would be more hesitant with ability modifiers surpassing skill or level, where a caster to hit with a weapon could far exceed a fighter.
D&D is more about the adventure, or in this case nostalgia, since all the good adventures are from previous editions. So to be a good game, they have to chose and adventure that everyone has interest in, after that I do not believe turn or non-turned based will break the game. But as other...
Just counter what the players have. As a DM share the players experience and take it to the next level. For instance to counter ranged tactics include cover, terrain, or darkness. To counter flying include flying creatures or dungeon crawls. To counter teleporting creatures put in a lot of nasty...
Get rid of attributes altogether (they don't exist) and just use attack, save, AC and skills. For each one you will have to devise a reasonable progression and variance. For races transfer the bonuses to specific skills or set of skills, rinse and repeat for magic items, etc.
I am a proponent of adding detail across the board, so don't stop at magic item creation, include other areas like blacksmithing. Part of a more detail is to making it inclusive. It is typical to bias a fantasy system towards magic.
Excessive heat and humidity ruins spell books, spoils spell components, putrefies potions, and without appropriate skin coverage you will get sun burned, eaten by bugs, etc. In my own opinion, is not worth the effort.
For the game you want to play I totally agree. But overall I believe the debate is how to allow subdual damage without it being abused. If we want to add realism but also keep it simple, I expect a variant rule could be developed for special damage. Like granting disadvantage to the roll, plus...