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*Dungeons & Dragons
An elven cleric archer
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<blockquote data-quote="Bryk" data-source="post: 6345066" data-attributes="member: 6776803"><p>Good thing about it being only low levels, a cleric with 18 dexterity is going to regret it later. Rolling that 16 which allowed him to get that 18 to DEX, is really what made it a much better option. Rolling well will always open up a lot more options early and it kind of give you that false sense that you can do what you want. </p><p></p><p>The differences between the classes below level 5 are relatively minimal. HP sadly is the one thing that stands out the most.</p><p></p><p>I personally am loving the changes from the last playtest. Healing being hit hard with the nerf bat really feels like it has made the DMs life a lot easier in terms of being able to actually reasonably threaten the party without having to go way overboard. The Life Cleric in the last playtest made it so hard as a DM to challenge a party because everything had to be scaled up so much. </p><p></p><p>This has greatly changed a few things. I feel as a player you do have to consider short rests more. Originally the 1 hour short rest was more often than not brushed off because of the "we can't afford to wait/waste an hour". However now, the healer(s), just can't seem to keep up if you want to go go go. My group with our 1 healer was pushing and pushing and we ended up having 2 members fall unconscious, (cleric didn't have spare the dying) and it was a truly scary experience. All because our cleric ran out of heals. In the last playtest it would just simply be: Spare the dying, Spare the dying, massive heal, rinse repeat.</p><p></p><p>It does seem to fall down the the adventure / DM with when to use short rest dice. I feel like even if you only have 1 encounter a day, you have to have that threat for players so that they want to short rest (using Hit dice) as part of their long rest. </p><p></p><p>I do love the versatility early with the simple enough rules. I feel they gave the right amount of information in both the starter and basic. However you can't really run basic alone unless you create custom monsters due a complete lack of any beastiary what so ever which is kind of disappointing and disheartening. It is hard to tell a new DM to DL the basic and play when in reality it gets you no where it's fine for the players, and the starter is required for DMs.</p></blockquote><p></p>
[QUOTE="Bryk, post: 6345066, member: 6776803"] Good thing about it being only low levels, a cleric with 18 dexterity is going to regret it later. Rolling that 16 which allowed him to get that 18 to DEX, is really what made it a much better option. Rolling well will always open up a lot more options early and it kind of give you that false sense that you can do what you want. The differences between the classes below level 5 are relatively minimal. HP sadly is the one thing that stands out the most. I personally am loving the changes from the last playtest. Healing being hit hard with the nerf bat really feels like it has made the DMs life a lot easier in terms of being able to actually reasonably threaten the party without having to go way overboard. The Life Cleric in the last playtest made it so hard as a DM to challenge a party because everything had to be scaled up so much. This has greatly changed a few things. I feel as a player you do have to consider short rests more. Originally the 1 hour short rest was more often than not brushed off because of the "we can't afford to wait/waste an hour". However now, the healer(s), just can't seem to keep up if you want to go go go. My group with our 1 healer was pushing and pushing and we ended up having 2 members fall unconscious, (cleric didn't have spare the dying) and it was a truly scary experience. All because our cleric ran out of heals. In the last playtest it would just simply be: Spare the dying, Spare the dying, massive heal, rinse repeat. It does seem to fall down the the adventure / DM with when to use short rest dice. I feel like even if you only have 1 encounter a day, you have to have that threat for players so that they want to short rest (using Hit dice) as part of their long rest. I do love the versatility early with the simple enough rules. I feel they gave the right amount of information in both the starter and basic. However you can't really run basic alone unless you create custom monsters due a complete lack of any beastiary what so ever which is kind of disappointing and disheartening. It is hard to tell a new DM to DL the basic and play when in reality it gets you no where it's fine for the players, and the starter is required for DMs. [/QUOTE]
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