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<blockquote data-quote="Falling Icicle" data-source="post: 6062351" data-attributes="member: 17077"><p>Here's my initial reactions after skimming through the new packet.</p><p></p><p> <strong>Likes:</strong></p><p></p><p>* Expertise Dice are now d6s, leading to a consistent and more sensible progression, unlike the bizarre progression of the previous packet. I would prefer the progression was much more gradual and spread out more evenly rather than quickly going up to 6d6 at level 10 and then stopping, but it's still a step in the right direction.</p><p></p><p>* Rogues no longer seem to be gimp fighters. </p><p></p><p>* Clerics have several channel divinity options instead of just turn undead. </p><p> </p><p>* You can cast arcane spells in armor if you're proficient with it.</p><p></p><p>* At-will cantrips are back and damaging cantrips now scale.</p><p></p><p>* Rituals can be cast without spending gp.</p><p></p><p>* Teleport can only send you to a teleportation circle, and greater teleport has a chance of failure.</p><p></p><p>* Using a creature's True Name makes some spells more powerful. Cool.</p><p></p><p><strong>Dislikes:</strong></p><p></p><p>* Skill Dice.</p><p></p><p>* The Skill list is still the 3.x skill list with a couple minor differences. Yuck.</p><p></p><p>* Characters still only get 4 skills, which are chosen for them by their background, and never get any more skills after that.</p><p></p><p>* Characters don't get any feats after 9th level. Seriously, WotC? I only get 4 feats EVER?</p><p></p><p>* Fighters don't get any new maneuvers after level 10.</p><p></p><p>* Wizards can't use rituals from their spellbook anymore, only spells they've prepared. This takes away what was the best thing about ritual casting!</p><p></p><p>* Some spells are still using the awful HP threshold mechanic. Worse, some of them are instant death spells.</p><p></p><p>* There are far too many spell choices, but too few spell slots per day. And I'm sure we haven't even seen all of the spells yet.</p><p></p><p>* Alot of spells use expensive material components, something I've always hated.</p><p></p><p>* Martial Damage Bonuses. Martial Damage dice are already overpowered enough, characters don't need to get a +20 to damage on top of that! Good grief. </p><p></p><p>* Martial character damage leaves spellcasters in the dust. Wizard cantrips, at their highest level, deal 4d10 damage (avg. 22). A high level fighter deals [W] (let's say d8 for the sake of example) +5 +6d6 +20 (avg. 50.5) damage, and that's not even including a magic weapon! Even meteor swarm, a 9th level spell (of which even the mightiest wizard gets ONE per day), deals 12d6 (avg. 42) damage! Sure, it hits multiple creatures, but come on! When fighters are hitting harder than meteor swarms every round of every day, playing a blaster wizard or "laser cleric" isn't going to be fun in the least.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6062351, member: 17077"] Here's my initial reactions after skimming through the new packet. [b]Likes:[/b] * Expertise Dice are now d6s, leading to a consistent and more sensible progression, unlike the bizarre progression of the previous packet. I would prefer the progression was much more gradual and spread out more evenly rather than quickly going up to 6d6 at level 10 and then stopping, but it's still a step in the right direction. * Rogues no longer seem to be gimp fighters. * Clerics have several channel divinity options instead of just turn undead. * You can cast arcane spells in armor if you're proficient with it. * At-will cantrips are back and damaging cantrips now scale. * Rituals can be cast without spending gp. * Teleport can only send you to a teleportation circle, and greater teleport has a chance of failure. * Using a creature's True Name makes some spells more powerful. Cool. [b]Dislikes:[/b] * Skill Dice. * The Skill list is still the 3.x skill list with a couple minor differences. Yuck. * Characters still only get 4 skills, which are chosen for them by their background, and never get any more skills after that. * Characters don't get any feats after 9th level. Seriously, WotC? I only get 4 feats EVER? * Fighters don't get any new maneuvers after level 10. * Wizards can't use rituals from their spellbook anymore, only spells they've prepared. This takes away what was the best thing about ritual casting! * Some spells are still using the awful HP threshold mechanic. Worse, some of them are instant death spells. * There are far too many spell choices, but too few spell slots per day. And I'm sure we haven't even seen all of the spells yet. * Alot of spells use expensive material components, something I've always hated. * Martial Damage Bonuses. Martial Damage dice are already overpowered enough, characters don't need to get a +20 to damage on top of that! Good grief. * Martial character damage leaves spellcasters in the dust. Wizard cantrips, at their highest level, deal 4d10 damage (avg. 22). A high level fighter deals [W] (let's say d8 for the sake of example) +5 +6d6 +20 (avg. 50.5) damage, and that's not even including a magic weapon! Even meteor swarm, a 9th level spell (of which even the mightiest wizard gets ONE per day), deals 12d6 (avg. 42) damage! Sure, it hits multiple creatures, but come on! When fighters are hitting harder than meteor swarms every round of every day, playing a blaster wizard or "laser cleric" isn't going to be fun in the least. [/QUOTE]
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