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First Impressions?

Stoat

Adventurer
I'm stuck at work and won't be downloading any playtest documents until this evening.

Those of you who are more fortunate, what do you think?
 

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YRUSirius

First Post
Nice layout! The spell layout definitely surprised me. No stats, just an effect and a special entry. Everything in prose. VERY nice for starters.

-YRUSirius
 

Sir Robilar

First Post
Looks fantastic so far. Nice to read, simple and clear. I adore the advantage/disadvantage rules. It reminds me of Ye Olde Gaming company's Wayfarers RPG, where the proficiency system works the same.
 

Raith5

Adventurer
The spells remind of basic D&D, the monsters and equipment remind of 3rd and character sheets remind me of 4th (sans skills) for some reason.

Good sign I guess!
 

YRUSirius

First Post
Hm, the dwarven fighter has a d12 hit dice and the elf wizard has a d4 hit dice? Is this because of the race or theme? Because the last L&L article mentioned d6 for wizards and d10 for fighters...

-YRUSirius
 

Chris_Nightwing

First Post
Still reading the rules, but I like advantage/disadvantage. The ability modifiers remain the same, which really confuses me as to the Rogue's skill ability mentioned in the last Ro3 article (the math doesn't work, see other thread).
 

Chris_Nightwing

First Post
Oh and the rules about rolling hit points and your Constitution - sounds like a really neat trick on paper, but screws high hit die classes? I can't decide.
 

Majoru Oakheart

Adventurer
It is interesting. It mostly appears to be a mix of 3e and 4e combined together.

Hit Dice are pretty much Healing Surges just with more rolling to see how many hitpoints you regain and only able to use them out of combat. Also you don't need them for spells to heal you.

Armor and Weapons work more like 3e. However spells use Int or Wis as their attack stat. Stat modifiers are exactly the same as 3e.

The spells appear to be mostly copied as pasted with very few changes from 3e.

Meanwhile, the whole thing is wrapped in a layer of sentiment that "The game doesn't need exact rules for doing anything other than attacks and damage". It pretty much says "As the DM, make up DCs for things, you have 6 stats, use whichever stat you think is appropriate for a task or saving throw".
 

Raith5

Adventurer
Hm, the dwarven fighter has a d12 hit dice and the elf wizard has a d4 hit dice? Is this because of the race or theme? Because the last L&L article mentioned d6 for wizards and d10 for fighters...

-YRUSirius

On page 4 of how to play it says your hp are your con score plus your hit dice roll or your con bonus (whichever is higher)
 

Kinak

First Post
Overall, the rules have a very OD&D feel to me.

Mapping saves and skills as attribute checks seems pretty solid to me, very old school.

I'll admit I'm a little concerned about their flat math. You need big bonuses to make a difference when your random factor is a d20.

The advantage/disadvantage (roll twice, take the better/worse) mechanic is nice. I'm looking forward to seeing that in play. Much more gratifying than a small bonus and doesn't complicate things by stacking.

Their line on buying magical items is up my alley (i.e. you can't).

Not sure I'm sold on their approach to rituals (exchanging components for memorization), but it's certainly worth taking for a spin.

Scaling spell effects based on the target's hit points makes "save or suck" way more interactive with the rest of the party. Very cool.

The spell effects look perfect too. They're short and easy to understand without being too jargony.

Overall, lots of simplification. It should be fun, but I'm sure it still has a lot to hammer out.

Cheers!
Kinak
 

I like the inclusion of Combat, Habitat and Society, and Legends and Lore with the monster entries, but I dislike the formatting of the monster stat blocks. Its very much a return to 3e style monsters, with special abilities separated from the stat block, and a few of the monsters using the spells from the rules.

The character sheets are alright for showing you wear they got each piece of the character, but for actual play I think they're going to be less useful. For instance, the rogue's thieflike skills are on the second page, since they come from his scheme.
 



Raith5

Adventurer
I like the feel of the monsters, equipment, the skills information (forbidden lore FTW!)

But I think it going to take me awhile to get used to spells. I am just used to seeing casters roll their attacks.

The fighter looks an 4th ed essentials fighter - which I am not sure sure is a good thing!

Not sure about advantage or hit dice
 

Ainamacar

First Post
Oh and the rules about rolling hit points and your Constitution - sounds like a really neat trick on paper, but screws high hit die classes? I can't decide.

I really like this part, it's a good compromise between 4e and earlier editions. And using the averages will be dirt simple for anyone who hates rolling. I'd even let different players in the same campaign choose what they do at character creation.

I don't think it will screw the high HD classes. At 20th level (chosen only to be illustrative) a 10 Con character rolling a d6 will average 80 hp, but would average 130 hp if he had 20 Con instead. If that same character were a d10 class he would average 120 hp and 170 hp, respectively. Those are numbers I can live with. I'll probably take a look at the confidence intervals later, to see what profoundly lucky or unlucky rolls would do, and how often we could expect to see them.

I misread the rules in my haste, and calculated the wrong thing. For the 20 Con characters the correct values are 123.3bar and 150, and the lower HD creatures do in fact gain more, both in terms of total additional hp from high the same high Con score, and from an even larger than before percent increase of their total hp. These also make it more difficult to use the averages instead, since they will not, in general, be an integer or half integer.

Thanks to Szatany for pointing this out.
 
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Reaper Steve

Explorer
I'm glad to see people have the Packet. The email I received with the link to download it instead takes me to the custhelp page. I wonder what went wrong and more importantly, how long it will take to fix. They don't start taking phone calls for another hour.
 

Daztur

First Post
And Command has been returned to its rightful state. All is well with the world.


Seriously, I'm loving the number of no-roll things, little bits of awesome that you can just DO without having to roll a damn d20 for them, stuff like dwarves being immune to poison end of story. As much as I love 1ed having the dwarf poison bonus be equal to Con score / 3.5 is a bit insane. I'll take that :):):):) over a +2 bonus to in X situation any day of the :):):):)ing week.
 

Daztur

First Post
How to get file:
Go to the customer service tab that says My Stuff, then go back to the search thingie and search for D&D next playtest and then it shows up.
 

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