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The
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*Dungeons & Dragons
02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][
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<blockquote data-quote="Zaphling" data-source="post: 6166249" data-attributes="member: 89462"><p>Disclaimer: I haven't played the packet yet. This is all first impressions.</p><p></p><p>First and foremost, I like the idea of having paths for each class. But I'm not sure if having to play through 2 levels before reaching your path is too long or not.</p><p></p><p>I understand that the devs think of the first 2 character levels as a mean of introduction to the gaming world. Since most of the time, during levels 1 and 2, the adventuring party is still trying to make a name and has to prove themselves first before people will respect/know them. But I will reserve judgement until I try this out for myself.</p><p></p><p>About Ability Score Improvement vs Feats. It's actually nice since it takes away bookkeeping. Plus, really nice they put a score cap on it, since +2 to one ability is actually big.</p><p></p><p>About taking away the Skill System and integrating it under Ability Checks, I really like it. It takes away more book-keeping from my players (both old and new) and the DM as well. But if there is one thing I really like: Skill Dice</p><p>They should try something that will put the Skill DIce back in the game.</p><p></p><p>Barbarians: Simple. Hack and Slash. Defines this class. They got it right. For those players looking for complexity, the sample Totem Warrior satisfies that longingness.</p><p></p><p>Clerics: It's really good to see that they went back to the old style of Domains, i really like this one better.</p><p>I also like Divine Intervention. Very brilliant idea and fun at the same time.</p><p>Liking the bonus features of every Domain. Really improves and portrays them as champions of their particular domain.</p><p></p><p>Druids: I'm liking the new Circle of the Land compared to the old Circle of the Oak. The Land Circle really lets the player specialize/roleplay their origin.</p><p></p><p>Fighter: I'm very sure they spent more time building the Fighter than the other classes, because this new version is good. With Martial path, any player can choose their complexity. I like the level of complexity between the Gladiator and the Warrior is </p><p>at the end of each opposite poles. Second WInd and Action Surge is also a new good </p><p>feature for this class.</p><p>The knight also is properly made.</p><p>The warrior is so simple that all of its features are passives.</p><p>The gladiator is the most complex of the three, since you have to manage your resource points to execute different fighting tricks.</p><p>So far so good.</p><p></p><p>Mages: I still like it to be called Wizard. In fact, I hate the new name.</p><p>But I like how they managed to give nice features to each school practicioner. making them more potent in ttheir fields of mastery.</p><p>Like how the Evoker can now Overchannel all evocation spells to make it more deadly at the cost of his own health.</p><p></p><p>Monks: I hope they increase the starting Ki Points. 2 is just too low. and a Monk without Ki will be bored in a long fight because even Flurr of Blows need Ki now. not sure if this is good, but i think it's bad. But I like the sample traditions, except Fire. I find it lackluster.</p><p>VORTEX PUNCH!!!!</p><p></p><p>Paladins: My baby. My pet class. They have done good to you. No more detect evil. Divine Sense is even better.</p><p></p><p>Rangers: Same same from last packet, but different.</p><p>Rogues: I just hope the Dashing Swordsman, Treasure Hunter, Scout, and all those from the last packet returns in Rogue Styles.</p><p></p><p>Lastly about Classes, yes! No more dead levels!!!</p><p></p><p>Exploration rules is excellent! must try them out! </p><p></p><p>Excited!</p><p></p><p>That's all at my first read.</p></blockquote><p></p>
[QUOTE="Zaphling, post: 6166249, member: 89462"] Disclaimer: I haven't played the packet yet. This is all first impressions. First and foremost, I like the idea of having paths for each class. But I'm not sure if having to play through 2 levels before reaching your path is too long or not. I understand that the devs think of the first 2 character levels as a mean of introduction to the gaming world. Since most of the time, during levels 1 and 2, the adventuring party is still trying to make a name and has to prove themselves first before people will respect/know them. But I will reserve judgement until I try this out for myself. About Ability Score Improvement vs Feats. It's actually nice since it takes away bookkeeping. Plus, really nice they put a score cap on it, since +2 to one ability is actually big. About taking away the Skill System and integrating it under Ability Checks, I really like it. It takes away more book-keeping from my players (both old and new) and the DM as well. But if there is one thing I really like: Skill Dice They should try something that will put the Skill DIce back in the game. Barbarians: Simple. Hack and Slash. Defines this class. They got it right. For those players looking for complexity, the sample Totem Warrior satisfies that longingness. Clerics: It's really good to see that they went back to the old style of Domains, i really like this one better. I also like Divine Intervention. Very brilliant idea and fun at the same time. Liking the bonus features of every Domain. Really improves and portrays them as champions of their particular domain. Druids: I'm liking the new Circle of the Land compared to the old Circle of the Oak. The Land Circle really lets the player specialize/roleplay their origin. Fighter: I'm very sure they spent more time building the Fighter than the other classes, because this new version is good. With Martial path, any player can choose their complexity. I like the level of complexity between the Gladiator and the Warrior is at the end of each opposite poles. Second WInd and Action Surge is also a new good feature for this class. The knight also is properly made. The warrior is so simple that all of its features are passives. The gladiator is the most complex of the three, since you have to manage your resource points to execute different fighting tricks. So far so good. Mages: I still like it to be called Wizard. In fact, I hate the new name. But I like how they managed to give nice features to each school practicioner. making them more potent in ttheir fields of mastery. Like how the Evoker can now Overchannel all evocation spells to make it more deadly at the cost of his own health. Monks: I hope they increase the starting Ki Points. 2 is just too low. and a Monk without Ki will be bored in a long fight because even Flurr of Blows need Ki now. not sure if this is good, but i think it's bad. But I like the sample traditions, except Fire. I find it lackluster. VORTEX PUNCH!!!! Paladins: My baby. My pet class. They have done good to you. No more detect evil. Divine Sense is even better. Rangers: Same same from last packet, but different. Rogues: I just hope the Dashing Swordsman, Treasure Hunter, Scout, and all those from the last packet returns in Rogue Styles. Lastly about Classes, yes! No more dead levels!!! Exploration rules is excellent! must try them out! Excited! That's all at my first read. [/QUOTE]
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