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Full Moon Storyteller
Kind of want to replace the racial weapons with a feat that does similar (especially want this as I start start everyone with a Feat)
I remembered it cause I played a rogue who had two working eyes but wore an eyepatch so he could switch eyes when he entered somewhere dark to effectively skip the 1 minute adjustment period. I felt really clever for thinking of it, even though I don’t recall it ever actually making a difference. Just a neat roleplaying quirk the feature inspired that I was really disappointed got removed in a later packet.That is really cool, I'd forgotten about that.
Indeed. Unfortunately I think a lot of that stuff didn’t poll well because it was seen as too narrow. There was, after all, a hardcore anti-reskinning movement at the time in backlash to 4e.I also liked a lot of the flavor stuff in general that got dropped, like warlocks gaining physical markers of their pact over time.
Absolutely!The barbarian regen and shared rage abilities seem like a great subclass foundation.
You could probably create a sorcerer subclass that got various buffs when their Sorcery Points are low.How to integrate the playtest sorcerer into the released sorcerer? Or would the effort not be worth it.
I’m not sure there were really specific mechanics for it. It was just general DM advice to award advantage for clever tactics.One of the play tests encouraged stunts for advantage during combat. Those combats were cool. I don’t remember the mechanics that drove that though.
The willpower sorcerer was awesome, and I'm still a little sad they didn't iterate on it further. The general idea of "gain bonuses as you lose resources" is a mechanic that would be amazing to see developed.
Yeah, I’ve had to work pretty hard to get my group thinking in terms of an attribute, and seeing proficiency as a thing you add to a check if it makes sense. Ie, I let them add prof to a roll if their backstory, race, established areas of intense focus, feel like they’d give proficiency. So, if you’re a sailor, and I’m callin for a check to see how much you know about tides, uoqqwwllzI was fairly active in the first half of the playtest process, and I remember a lot of both positive and negative feelings towards a lot of things, but the memories have become pretty murky.
The Skill Die does live on as the Proficiency Die optional rule, which was a big success for our group during the playtest and we still use.
I feel as there were other instances of things bumping/reducing die sizes, other than just race, and I pretty universally liked those, but I can't remember specifics. I am a sucker for die based mechanics.
They kept totally reworking skills back and forth and I liked some versions better than others. I remember really liking a version that focused more on Lore rather adventuring skills. I was really disappointed in the final version of skills and how they failed at their original mission statement of making skills properly optional. I understand the problem they ran into, but it's my biggest annoyance with 5e to this day.