D&D 5E [D&D Next] Second Packet - initial impressions

I can't put my finger on it exactly at this point, but I think for me this playtest packet took a step backwards. Need to read some more and see if I can put my finger on it.

I think the first playtest seemed nice and simple to me. This one, not so much.

I agree with you, Ironwolf.

I'm still interested in this, but there's something about it. I like that it's got options and such, but I don't know if the options added anything significant to me. And you're right, it's not as clean and simple as the 1st playtest.
 

log in or register to remove this ad

I think people are having a kneejerk reaction to the Rogue's Sneak Attack damage.

I only see 3 reliable repeatable ways so far for the Rogue to get Advantage.

Hiding - This is not fully reliable and costs an action forcing Sneak Attack to be every other turn.
Snipe - Fully reliable, but costs an action forcing Sneak Attacks to be every other turn.
Thug Tactics - Requires 2 other characters or allies to be with in reach of the target. Coordinating with 2 other characters or allies may not be as easy as it sounds.
 

I think people are having a kneejerk reaction to the Rogue's Sneak Attack damage.

I only see 3 reliable repeatable ways so far for the Rogue to get Advantage.

Hiding - This is not fully reliable and costs an action forcing Sneak Attack to be every other turn.
Snipe - Fully reliable, but costs an action forcing Sneak Attacks to be every other turn.
Thug Tactics - Requires 2 other characters or allies to be with in reach of the target. Coordinating with 2 other characters or allies may not be as easy as it sounds.

You forgot "have the fighter knock the enemy prone with CS". At level 5 you're looking at trading a 1d8 CS die for a good chance at 6d6 sneak attack dice.
 

You forgot "have the fighter knock the enemy prone with CS". At level 5 you're looking at trading a 1d8 CS die for a good chance at 6d6 sneak attack dice.

Okay, 4 ways of reliably getting advantage and tripping only works for Melee Sneak Attacks (ranged attacks get disadvantage or no-advantage if with in 10 feet) and a Fighter tripping the target is only slightly more reliable than hiding every other turn.
 

I think that the rogue's sneak attack damage made with the intent that rogues could only get it every other turn. I've heard designers comment that in theory gaining advantage should take an action.

In practice I think there's going to be too many ways to get advantage every turn so that further down the road they will drop the Sneak Attack Damage.

On subject, I'm disappointed that channel divinity is only once per day. When I first heard that it would be used for healing I was excited, since I felt that 5e lacked in the that regard (way less than either Pathfinder or 4e). One ally for 1d8 once per day barely makes a dent in the healing problem though.
 
Last edited:



I have three issues with this packet.

1.) This one is really just personal preference but I'd prefer the core would be lighter and sparser, like in the first packet. I like a lot of stuff they have added here but I'd rather see it in a "Layer #2 " module. But I can live with it.

2.) This one seriously bugs me. Why on earth do we still need to hear about "Ignoring the dice"? And on top of that they've added boxed text about not picking a DC until the player has rolled a result. For me personally, that's just terrible advice when presented that way. I get people play that way, it just shouldn't be assumed to be a general tip.

3.) After all that talk about balancing things around an Adventuring Day we get guidelines for building Encounters and just a few words about 4-6 encounters per day and how that's not really exact and impossible to build around. Really?
 

Some improvement and some worsening IMHO.

I think the main "+" for me compared to the previous playtest round is the Fighter class, while the main "-" are the HP reduction and the backward step in the surprise rules. I was worried about the re-introduction of opportunity attacks, but the current addition is something I can accept with no problem.

Something unchanged that I would still want to change is the Human traits and the "Clerics know all the spells on their list" concept.

I am also still worried about advantage/disadvantage being used in too many places.

Hmmm....nothing beyond combat stats for the monsters. That's disappointing. Also, some of their choices are a little weird - especially in what's been left out (no dragons?!?)

We will never see more than combat stats. There is no reason to give out the fluff in a playtest package except to get a feedback on the presentation format, in fact I'm surprised they included all the fluff on the PC races. You don't need to playtest the fluff, so it makes more sense to leave it for the actual product.
 

So many thoughts, I should read through and keep a log for the later surveys (does anyone else have ten things to report and forgets 8 of them a week later?).

Fighter looks cool, but the Rogue has started to look dull and static in comparison. I think that's because the Fighting Styles are adopted themes that would otherwise suit anyone. I think they might have to think carefully about who gets what here.

Clerics are pretty awesome, though I note that they don't seem to get better at spells/attacks in those 5 levels. I like different priests getting different armour and weapons, but hm, they still get the same hit dice, which is a major indication of combat ability.

Rogues, as noted, seem a bit dull. Great at skills. Sneak Attack *is* too high because there will be a million ways to gain advantage as the game progresses (the Fighter knockdown combo as noted is one). It's also putting all your eggs in one basket - it would be nice to trade off some damage for some other effect (but then you're treading on combat superiority so hmm I am torn).

Wizards are fine. That is all.

HP seem low - Wizards go back to one-hit kills. There has to be a better boost at 1st level for the PCs. Haven't really got into the other changes yet!
 

Remove ads

Top