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General Tabletop Discussion
*Dungeons & Dragons
A Hint of Elegance in the Latest Playtest
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6063627" data-attributes="member: 61749"><p>I've written a fair number of words about how haphazard the current playtest feels, but much of that is due to the experimentation that's currently happening. Right now I want to talk about some of the promise that can be found in the recent package.</p><p></p><p>Weapon Attack and Spellcasting bonuses now range from +0 to +5. That mirrors the bonuses from ability scores, where +0 is a normal human and +5 is the maximum a character can have without magic.</p><p></p><p>Moreover, classes like the fighter or the wizard have a +3 around level 10, which helps us get a feel for what the scale means:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Normal/Untrained: +0 </li> <li data-xf-list-type="ul">Apprentice: +1 </li> <li data-xf-list-type="ul">Journeyman: +2 </li> <li data-xf-list-type="ul">Expert: +3 </li> <li data-xf-list-type="ul">Master: +4 </li> <li data-xf-list-type="ul">Grand Master: +5 </li> </ul><p></p><p>I assume that if the Skill Dice concept doesn't work out, skills will use the same scale. </p><p></p><p>Not only that, but skill training currently looks a lot like weapon proficiency. In both, you have a generic bonus, and then a list of weapons or skills that you're proficient in. The difference is how each subsystem handles a lack of proficiency. Attacking with a non-proficient weapon causes disadvantage, whereas you only get your bonus on trained skills. Going forward, I think I'd prefer weapons to work like skills.</p><p></p><p>It isn't hard to imagine a module that gives each skill its own bonus, and similar modules could apply to weapons and spells as well.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6063627, member: 61749"] I've written a fair number of words about how haphazard the current playtest feels, but much of that is due to the experimentation that's currently happening. Right now I want to talk about some of the promise that can be found in the recent package. Weapon Attack and Spellcasting bonuses now range from +0 to +5. That mirrors the bonuses from ability scores, where +0 is a normal human and +5 is the maximum a character can have without magic. Moreover, classes like the fighter or the wizard have a +3 around level 10, which helps us get a feel for what the scale means: [LIST] [*]Normal/Untrained: +0 [*]Apprentice: +1 [*]Journeyman: +2 [*]Expert: +3 [*]Master: +4 [*]Grand Master: +5 [/LIST] I assume that if the Skill Dice concept doesn't work out, skills will use the same scale. Not only that, but skill training currently looks a lot like weapon proficiency. In both, you have a generic bonus, and then a list of weapons or skills that you're proficient in. The difference is how each subsystem handles a lack of proficiency. Attacking with a non-proficient weapon causes disadvantage, whereas you only get your bonus on trained skills. Going forward, I think I'd prefer weapons to work like skills. It isn't hard to imagine a module that gives each skill its own bonus, and similar modules could apply to weapons and spells as well. [/QUOTE]
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