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02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][
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<blockquote data-quote="Plaguescarred" data-source="post: 6165547" data-attributes="member: 6701422"><p><span style="font-family: 'Verdana'">The is a LOT of stuff i like in this packet, which is probably my fave to this date. </span></p><p></p><p></p><p><strong>Spells:</strong><span style="font-family: 'Verdana'"> I like that a few spells were revised, such as </span><em>Meteor Swarm</em><span style="font-family: 'Verdana'">. I still think </span><em>Cantrips</em><span style="font-family: 'Verdana'"> should not scale, at least to the extend that they are doing now. </span><em>Teleport</em><span style="font-family: 'Verdana'"> Mishap is still extremely deadly.</span></p><p></p><p><strong>Character Sheet:</strong><span style="font-family: 'Verdana'"> As much as i like getting a new character sheet, I don't like this sheet. I'd like we get an updated version of the original sheet as well in a future packet.</span></p><p></p><p><strong>Background & Lore:</strong><span style="font-family: 'Verdana'"> I miss the </span><em>Skills</em><span style="font-family: 'Verdana'">. </span><em>Lore</em><span style="font-family: 'Verdana'"> is okay, but i preferred the way Skills were originally designed. I find +10 to when using a Field of Lore to be quite high. I see Character Creation's starting gold (175 gp) is now in sync with this it when forgoing equipment.</span></p><p></p><p><strong>Bestiary:</strong><span style="font-family: 'Verdana'"> I think low level (level 1-2) monsters To Hit are too low. The </span><em>Ghoul</em><span style="font-family: 'Verdana'"> in the Bestiary differs from the one found in the MBG Online PDF Event Supplement. I assume the MBG is the more up-to-date one.</span></p><p></p><p><strong>Character Creation:</strong><span style="font-family: 'Verdana'"> I think 150 gp was sufficient and didn't necessitate higher starting gold. Point Buy got upped to 30 to llosen distribution. </span></p><p></p><p><strong>Classes:</strong><span style="font-family: 'Verdana'"> I don't mind </span><em>Ability Score Bonus</em><span style="font-family: 'Verdana'"> are gone. I am good with variable Class </span><em>Attack Bonus</em><span style="font-family: 'Verdana'">. but think </span><em>Spellcasting Bonus</em><span style="font-family: 'Verdana'"> should be ditch. I like the Barbarian Paths. Glad</span><em> Turn Undead</em><span style="font-family: 'Verdana'"> now offer a saving throw. I like the Domains better but think we should have a couple more. I miss the option of the robed laser cleric I'd prefer if cleric had no </span><em>Armor Profiency</em><span style="font-family: 'Verdana'"> at base but get through Domains. I like the Fighter's Martial Path, it has varying complexity. I like Arcane Traditions. I think it should cost money to Scribe Scroll and Brew Potion. If all schools are represented in Wizardry, it will be really like Wizard School Specialization of older edition. I like the Monastic Traditions. I am good with Paladin and Ranger not getting spells at 1st level. The Paladin should get more Oaths. I like that the Ranger's weapon fighting style affinity is back with </span><em>Hunter's Volley </em><span style="font-family: 'Verdana'">and</span><em> Slayer's Hands</em><span style="font-family: 'Verdana'">. I like the Rogue's new </span><em>Sneak Attack</em><span style="font-family: 'Verdana'"> a lot better. The Rogue Style are cool too. I think </span><em>Poison Mastery</em><span style="font-family: 'Verdana'"> should let you make poison for weapon too. I like </span><em>Cunning Action</em><span style="font-family: 'Verdana'"> a lot and think it should allow to Use An Item (mundane at least) again like we've seen in the A1 Playtest Livestream.</span></p><p></p><p><strong>DM Guidelines:</strong><span style="font-family: 'Verdana'"> I like the Adventuring sections. I like the </span><em>Ehxaustion</em><span style="font-family: 'Verdana'"> rules and how it interact with marching, extreme weather, high altitude, food and water deprivation etc... I also like the Pouch/Chest/Hoard Treasure model a alot.</span></p><p></p><p><strong>Equipment:</strong><span style="font-family: 'Verdana'"> Glad to see the Spiked Shield was finally addressed and i am good with the inclusion of the Buckler. I am good with the change to Healer's Kit, allowing to stabilize only rather than heal. Some weapon revisions seems seems high, notably the Quatterstaff 1d10 and the Greataxe Crit of 1d12+2d8 compared to the Maul or Greatsword. I think making ranged attacks with </span><em>Thrown</em><span style="font-family: 'Verdana'"> Weapons should offer the choice of STR or DEX. I like the Halberd </span><em>Special</em><span style="font-family: 'Verdana'"> property a lot. Longbow seems superior to the Heavy Crossbow in everyway. The </span><em>Carrion Brain Juice Poison</em><span style="font-family: 'Verdana'"> doesn't mention how long it retain potency after being applied to a weapon. I also like the Expenses system for a simple upkeep fees.</span></p><p></p><p><strong>Feats:</strong><span style="font-family: 'Verdana'"> The feats are nice, not sure how balanced they are against +2 ability score, but they are definitly interesting and more character defining than ever. I would be more at ease if feats were only granting +1 to 2 ability scores i think. I was also a fan of 18 ability score cap idea but unfortunatly it didn't make the cut. I like </span><em>Arcane Archer, Polearm Master </em><span style="font-family: 'Verdana'">and</span><em> Tactical Warrior</em><span style="font-family: 'Verdana'"> a lot. I don't like </span><em>Archery Master, Fencing Master </em><span style="font-family: 'Verdana'">and</span><em> Great Weapon Master</em><span style="font-family: 'Verdana'">'s -5 attack penalty though. </span></p><p></p><p><strong>Races:</strong><span style="font-family: 'Verdana'"> Still not sure about the Half-Orc +2 STR. I'd like of Humans could get a free Lore of their choice.</span></p><p></p><p><strong>Magic Items:</strong><span style="font-family: 'Verdana'"> I am good with all Rarity revisions. There is still no Shields on the +1 Armor table. The </span><em>Elven Chain</em><span style="font-family: 'Verdana'"> change makes more sense with how Casting in Armor works. Glad to see a revision to the </span><em>Wand of Magic Missile</em><span style="font-family: 'Verdana'">.</span></p><p></p><p><strong>How To Play:</strong><span style="font-family: 'Verdana'"> I would prefer a 18 ability score cap rather than 20. I think </span><em>Carrying Capacity</em><span style="font-family: 'Verdana'"> should be STR x5 rather than STR x10. I still think taking a </span><em>Readied Action</em><span style="font-family: 'Verdana'"> should move you in the Initiative order. </span><em>Two Weapon Fighting</em><span style="font-family: 'Verdana'"> should be an extra offhand attack as part of an an attack's action otherwise it doesn't stack with </span><em>Two Attack</em><span style="font-family: 'Verdana'"> features, being a seperate action. I still think </span><em>Critical Hit</em><span style="font-family: 'Verdana'"> doesn't BANG enought hard. I think the </span><em>Short Rest</em><span style="font-family: 'Verdana'"> are too long and preferred 5-10 minutes duration. I also dislike the lack of options during</span><em> Long Rest</em><span style="font-family: 'Verdana'">'s recovery. "100%HP & 1/2HD" is not what my group enjoy. The </span><em>Blinded</em><span style="font-family: 'Verdana'"> and</span><em> Deafened</em><span style="font-family: 'Verdana'"> Condition should say you can't see and hear as they currently don't impact your ability to do so in any way.</span></p></blockquote><p></p>
[QUOTE="Plaguescarred, post: 6165547, member: 6701422"] [FONT=Verdana]The is a LOT of stuff i like in this packet, which is probably my fave to this date. [/FONT] [B]Spells:[/B][FONT=Verdana] I like that a few spells were revised, such as [/FONT][I]Meteor Swarm[/I][FONT=Verdana]. I still think [/FONT][I]Cantrips[/I][FONT=Verdana] should not scale, at least to the extend that they are doing now. [/FONT][I]Teleport[/I][FONT=Verdana] Mishap is still extremely deadly.[/FONT] [B]Character Sheet:[/B][FONT=Verdana] As much as i like getting a new character sheet, I don't like this sheet. I'd like we get an updated version of the original sheet as well in a future packet.[/FONT] [B]Background & Lore:[/B][FONT=Verdana] I miss the [/FONT][I]Skills[/I][FONT=Verdana]. [/FONT][I]Lore[/I][FONT=Verdana] is okay, but i preferred the way Skills were originally designed. I find +10 to when using a Field of Lore to be quite high. I see Character Creation's starting gold (175 gp) is now in sync with this it when forgoing equipment.[/FONT] [B]Bestiary:[/B][FONT=Verdana] I think low level (level 1-2) monsters To Hit are too low. The [/FONT][I]Ghoul[/I][FONT=Verdana] in the Bestiary differs from the one found in the MBG Online PDF Event Supplement. I assume the MBG is the more up-to-date one.[/FONT] [B]Character Creation:[/B][FONT=Verdana] I think 150 gp was sufficient and didn't necessitate higher starting gold. Point Buy got upped to 30 to llosen distribution. [/FONT] [B]Classes:[/B][FONT=Verdana] I don't mind [/FONT][I]Ability Score Bonus[/I][FONT=Verdana] are gone. I am good with variable Class [/FONT][I]Attack Bonus[/I][FONT=Verdana]. but think [/FONT][I]Spellcasting Bonus[/I][FONT=Verdana] should be ditch. I like the Barbarian Paths. Glad[/FONT][I] Turn Undead[/I][FONT=Verdana] now offer a saving throw. I like the Domains better but think we should have a couple more. I miss the option of the robed laser cleric I'd prefer if cleric had no [/FONT][I]Armor Profiency[/I][FONT=Verdana] at base but get through Domains. I like the Fighter's Martial Path, it has varying complexity. I like Arcane Traditions. I think it should cost money to Scribe Scroll and Brew Potion. If all schools are represented in Wizardry, it will be really like Wizard School Specialization of older edition. I like the Monastic Traditions. I am good with Paladin and Ranger not getting spells at 1st level. The Paladin should get more Oaths. I like that the Ranger's weapon fighting style affinity is back with [/FONT][I]Hunter's Volley [/I][FONT=Verdana]and[/FONT][I] Slayer's Hands[/I][FONT=Verdana]. I like the Rogue's new [/FONT][I]Sneak Attack[/I][FONT=Verdana] a lot better. The Rogue Style are cool too. I think [/FONT][I]Poison Mastery[/I][FONT=Verdana] should let you make poison for weapon too. I like [/FONT][I]Cunning Action[/I][FONT=Verdana] a lot and think it should allow to Use An Item (mundane at least) again like we've seen in the A1 Playtest Livestream.[/FONT] [B]DM Guidelines:[/B][FONT=Verdana] I like the Adventuring sections. I like the [/FONT][I]Ehxaustion[/I][FONT=Verdana] rules and how it interact with marching, extreme weather, high altitude, food and water deprivation etc... I also like the Pouch/Chest/Hoard Treasure model a alot.[/FONT] [B]Equipment:[/B][FONT=Verdana] Glad to see the Spiked Shield was finally addressed and i am good with the inclusion of the Buckler. I am good with the change to Healer's Kit, allowing to stabilize only rather than heal. Some weapon revisions seems seems high, notably the Quatterstaff 1d10 and the Greataxe Crit of 1d12+2d8 compared to the Maul or Greatsword. I think making ranged attacks with [/FONT][I]Thrown[/I][FONT=Verdana] Weapons should offer the choice of STR or DEX. I like the Halberd [/FONT][I]Special[/I][FONT=Verdana] property a lot. Longbow seems superior to the Heavy Crossbow in everyway. The [/FONT][I]Carrion Brain Juice Poison[/I][FONT=Verdana] doesn't mention how long it retain potency after being applied to a weapon. I also like the Expenses system for a simple upkeep fees.[/FONT] [B]Feats:[/B][FONT=Verdana] The feats are nice, not sure how balanced they are against +2 ability score, but they are definitly interesting and more character defining than ever. I would be more at ease if feats were only granting +1 to 2 ability scores i think. I was also a fan of 18 ability score cap idea but unfortunatly it didn't make the cut. I like [/FONT][I]Arcane Archer, Polearm Master [/I][FONT=Verdana]and[/FONT][I] Tactical Warrior[/I][FONT=Verdana] a lot. I don't like [/FONT][I]Archery Master, Fencing Master [/I][FONT=Verdana]and[/FONT][I] Great Weapon Master[/I][FONT=Verdana]'s -5 attack penalty though. [/FONT] [B]Races:[/B][FONT=Verdana] Still not sure about the Half-Orc +2 STR. I'd like of Humans could get a free Lore of their choice.[/FONT] [B]Magic Items:[/B][FONT=Verdana] I am good with all Rarity revisions. There is still no Shields on the +1 Armor table. The [/FONT][I]Elven Chain[/I][FONT=Verdana] change makes more sense with how Casting in Armor works. Glad to see a revision to the [/FONT][I]Wand of Magic Missile[/I][FONT=Verdana].[/FONT] [B]How To Play:[/B][FONT=Verdana] I would prefer a 18 ability score cap rather than 20. I think [/FONT][I]Carrying Capacity[/I][FONT=Verdana] should be STR x5 rather than STR x10. I still think taking a [/FONT][I]Readied Action[/I][FONT=Verdana] should move you in the Initiative order. [/FONT][I]Two Weapon Fighting[/I][FONT=Verdana] should be an extra offhand attack as part of an an attack's action otherwise it doesn't stack with [/FONT][I]Two Attack[/I][FONT=Verdana] features, being a seperate action. I still think [/FONT][I]Critical Hit[/I][FONT=Verdana] doesn't BANG enought hard. I think the [/FONT][I]Short Rest[/I][FONT=Verdana] are too long and preferred 5-10 minutes duration. I also dislike the lack of options during[/FONT][I] Long Rest[/I][FONT=Verdana]'s recovery. "100%HP & 1/2HD" is not what my group enjoy. The [/FONT][I]Blinded[/I][FONT=Verdana] and[/FONT][I] Deafened[/I][FONT=Verdana] Condition should say you can't see and hear as they currently don't impact your ability to do so in any way.[/FONT] [/QUOTE]
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