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<blockquote data-quote="KidSnide" data-source="post: 6062808" data-attributes="member: 54710"><p>My initial takeaways:</p><p></p><p>- Skill Dice: I like the math of skill dice. Instead of the even probabilities generated by a d20, the d20+skill die creates a decreasing likelihood of getting unusually high or low results. For mid-ranged checks, it's effectively just a bonus. But for tasks that are relatively easy for a skilled character it makes success reliable without being guaranteed. Likewise, it makes "demi-god" difficulty checks possible for the most skillful characters, but still extremely unlikely. Better skill math makes me happy.</p><p></p><p>- Rogues: I like skill stunts as a "rogue-y" alternative to maneuvers. I'm not actually sure there is a real functional difference, but it sure feels more appropriate. Alternatives to Sneak Attack are also a huge plus.</p><p></p><p>- Fighter Stickiness: I'm not sure fighters are going to be quite a "teflon" as some fear. Even without a Protect maneuver, moving away from a fighter to attack the fighter's ally is going to provoke one hell of an opportunity attack.</p><p></p><p>- Armor: I like how the armor with a magical origin is mostly focused on the 5000 gp side. Still, I think it's odd that ordinary plate mail is more expensive than dragon scale and at the same level as mithril armor.</p><p></p><p>- Spell Memorization: I really like the idea of separating spell preparation from spell slots. With a small number of spells prepared, it still matters whether you choose to prepare knock or water breathing. But, at the same time, you can guess wrong on spell preparation and still make use of all your slots.</p><p></p><p>- Spells: It looks like spell damage is pretty low when you compare it to what fighters and rogues dish out.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6062808, member: 54710"] My initial takeaways: - Skill Dice: I like the math of skill dice. Instead of the even probabilities generated by a d20, the d20+skill die creates a decreasing likelihood of getting unusually high or low results. For mid-ranged checks, it's effectively just a bonus. But for tasks that are relatively easy for a skilled character it makes success reliable without being guaranteed. Likewise, it makes "demi-god" difficulty checks possible for the most skillful characters, but still extremely unlikely. Better skill math makes me happy. - Rogues: I like skill stunts as a "rogue-y" alternative to maneuvers. I'm not actually sure there is a real functional difference, but it sure feels more appropriate. Alternatives to Sneak Attack are also a huge plus. - Fighter Stickiness: I'm not sure fighters are going to be quite a "teflon" as some fear. Even without a Protect maneuver, moving away from a fighter to attack the fighter's ally is going to provoke one hell of an opportunity attack. - Armor: I like how the armor with a magical origin is mostly focused on the 5000 gp side. Still, I think it's odd that ordinary plate mail is more expensive than dragon scale and at the same level as mithril armor. - Spell Memorization: I really like the idea of separating spell preparation from spell slots. With a small number of spells prepared, it still matters whether you choose to prepare knock or water breathing. But, at the same time, you can guess wrong on spell preparation and still make use of all your slots. - Spells: It looks like spell damage is pretty low when you compare it to what fighters and rogues dish out. -KS [/QUOTE]
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