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[D&D Next] Second Packet - initial impressions
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<blockquote data-quote="cynicaloptimist" data-source="post: 5991843" data-attributes="member: 6696059"><p>I haven't read through this whole thread, but here are my first-impression gripes about this iteration.</p><p></p><p><strong>Skills</strong></p><p>I liked the earlier playtest rule where all skills were a floating bonus that were applied to an appropriate attribute on-the-fly. The rules say the DM can still do it that way, but I thought that was a better default rule.</p><p>The reading of the +7 limit bonus is ambiguous to me. Is that +7 limit before or after ability modifier is factored in?</p><p>There are too damn many lore skills. I think they should be made a bit more general. Heraldic Lore and Societal Lore should be the same thing, and Forbidden/Planar/Magical lore might not need to be three different skills.</p><p></p><p><strong>Spells</strong></p><p>Why did we lose int/wis bonus to damage? That's kind of lame.</p><p>Spells like Cure, Inflict, and damage-dealing evocations should scale when cast at a higher-level spell slot. They'd mentioned this in a legends and lore article, I think, and I was looking forward to this.</p><p>Counterspell is weird. I like it, but I think it would fit better at a 'reaction' option of Dispel Magic.</p><p>Aid sucks.</p><p>A few save-or-suck spells had their current hit point thresholds changed to maximum hit point thresholds. I think this is a step backward. What's the point of using my save-or-suck spell on some mook? I think it's more interesting to have to beat down a boss character until they are vulnerable to something like Ray of Enfeeblement, especially if they're dealing a lot of damage while they are alive. Sleep works in a way that I think makes sense.</p><p>Vampiric Touch is cool. If I have the third level necromancer feat, can I use this every round to heal my undead buddy for ~18 HP? Maybe a little overpowered.</p><p></p><p><strong>Misc</strong></p><p>Prone is really weak. 5ft to stand up? I think it should be at least 10ft to stand up, with character options to 'kip-up' faster.</p><p>Healing looks a bit better, I'm looking forward to actually testing out the new system.</p><p>I like the level of granularity that the race+class+background+specialty gives. Although it's not different than choosing feats and skills in other editions, the increased benefits of 5e feats and background perks make things more interesting.</p></blockquote><p></p>
[QUOTE="cynicaloptimist, post: 5991843, member: 6696059"] I haven't read through this whole thread, but here are my first-impression gripes about this iteration. [B]Skills[/B] I liked the earlier playtest rule where all skills were a floating bonus that were applied to an appropriate attribute on-the-fly. The rules say the DM can still do it that way, but I thought that was a better default rule. The reading of the +7 limit bonus is ambiguous to me. Is that +7 limit before or after ability modifier is factored in? There are too damn many lore skills. I think they should be made a bit more general. Heraldic Lore and Societal Lore should be the same thing, and Forbidden/Planar/Magical lore might not need to be three different skills. [B]Spells[/B] Why did we lose int/wis bonus to damage? That's kind of lame. Spells like Cure, Inflict, and damage-dealing evocations should scale when cast at a higher-level spell slot. They'd mentioned this in a legends and lore article, I think, and I was looking forward to this. Counterspell is weird. I like it, but I think it would fit better at a 'reaction' option of Dispel Magic. Aid sucks. A few save-or-suck spells had their current hit point thresholds changed to maximum hit point thresholds. I think this is a step backward. What's the point of using my save-or-suck spell on some mook? I think it's more interesting to have to beat down a boss character until they are vulnerable to something like Ray of Enfeeblement, especially if they're dealing a lot of damage while they are alive. Sleep works in a way that I think makes sense. Vampiric Touch is cool. If I have the third level necromancer feat, can I use this every round to heal my undead buddy for ~18 HP? Maybe a little overpowered. [B]Misc[/B] Prone is really weak. 5ft to stand up? I think it should be at least 10ft to stand up, with character options to 'kip-up' faster. Healing looks a bit better, I'm looking forward to actually testing out the new system. I like the level of granularity that the race+class+background+specialty gives. Although it's not different than choosing feats and skills in other editions, the increased benefits of 5e feats and background perks make things more interesting. [/QUOTE]
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