Can some one explain the Fighter's damage

As has been mentioned, it is all very good to say 'it's just a playtest, ignore it' but what happens when he picks up a dif weapon. Along with the pelor clerics non-proficient and wrong numbers and the ultra poor numbers on the armour, it annoys me. I can pick these errors/inconsistencies up in one read through, why can't they get a 3rd party to do it before they publish. 8 hours work at most!

To properly playtest we need the numbers to work a little better than they have done, I know my son (who likes fighters) won't want to use an ax so then what?
 

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mach1.9pants said:
As has been mentioned, it is all very good to say 'it's just a playtest, ignore it' but what happens when he picks up a dif weapon.

If I were being Captain Methodical, I'd do this.

Your son starts play with a the weapon on the character sheet. If he, in play, finds or picks up another weapon, you figure out what his attack/damage bonus is using the rules as normal. That might be less than the axe he starts off with.

Then, when WotC comes asking about what you thought of the fighter (or whatever), you can say: "I don't know why this guy is so much better with an axe than with a sword. I don't have the option to do either one?"

Or something like that.

I'd play it as-is, and then give feedback based on that.

You could also just bump up the damage by +2 (or whatever) accross the board, and mention THAT in your playtest report, too: "I found that when the fighter picked up a new axe, he was at -2 damage, so I upped him by +2. Not sure if this was a mistake or not."

Either way, it IS a problem in the game that the fighter we're given doesn't seem to match the math that should be applied to him. Why that is, we don't know now, but we might after the first round of playtesting.
 

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