First Impressions?

I'm still reasonably optimistic about 5e taking what's needed from 4e. A few things are in already: high 1st-level hp, "healing surges," straightforward monster xp system. Hopefully Wizards will get the message and bring back 4e's excellent monster stat blocks, and we'll see other important encounter-based and DM-prep involving innovations from 4e.

This too. I would have just xp'ed you, but the server and all that.

But yeah. Some of the very basic, nonflashy things 4E did right are already showing up, even if subtly.
 

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Missing your attack roll is a chance of failure.

Definitely true. But still, there's a good chance it's too powerful for an at-will spell. Reducing speed to 0 (in a system with no attacks of opportunity) effectively locks down a powerful melee monster completely for a round. There's ample time for this to be nerfed, of course.
 

But still, there's a good chance it's too powerful for an at-will spell. Reducing speed to 0 (in a system with no attacks of opportunity) effectively locks down a powerful melee monster completely for a round.

But it also locks you down. To me that's not really too powerful, that's the kind of bog standard crowd control I expect a wizard to be able to do as a base line.
 

[*]Intoxicated grants DR? What gives? This reminds me of my days back in the '90s coding on MUDs, where alcohol was a healing potion that gave you attack penalties. While it's mildly amusing, the idea that adventurers have an incentive to get wasted before going into combat is stupid. I could see this effect as a feat in a "drunken master" theme, or a dwarven racial ability. It should not be a universal mechanic.

The D6 does seem a bit over generous.
 

But it also locks you down. To me that's not really too powerful, that's the kind of bog standard crowd control I expect a wizard to be able to do as a base line.

Heaven forbid the target be reduced to a speed of 1?

Maybe if they gave this kind power to ranged attackers using bolt weapons...
 

I finally got my hands on the playtest document. A cursory read through makes me wonder if people got the same document as I; I've been reading a peculiar mix between cautious optimism and bowel-loosening panic all day.

My main thought is this: I need to playtest it before I can comment on anything. There are things in the rules that look like they have some implicit complexity: seemingly simple rules that create complex situations. That's the sort of thing that doesn't show up in a read through. In fact, the only playtest I've heard from was an IRC playtest with a group who weren't fans to begin with.

Luckily, I've assembled the freaking Avengers of playtest groups. Nathaniel Johnston of Abney Park, Twisted Trystan (he was on America's got talent), my wife Mandy McGee (seen here interviewing Felecia Day), her partner in crime Morgue Anne, and Alana Baxter, who may or may not be big in Japan. We're recording our playtest and will be posting it soonish.
 

I find it funny how many people say "its like 3e mixed with 4e" and how many are also saying "This is a lot like 2e...". Just kind of fun, and I guess that means that they did some of their job correctly? ;) (For the record, it feels like 2e to me).

I'm in favor of the simplification to a lot of things, but I have several greivences.

The biggest thing that stands out to me is the lack of defenses. We are now back to AC only (yes yes, with the saving throws, i get it). I happened to like the flavor and variety the different defenses added. This skill has a lower to hit, but it hits will... so that means it will work more often on most opponents! Just felt like a more diverse system that way.

Regarding the saving throw gripe: This sounds like a lot more DM dice rolling. Before, if my creature was attacked I looked up a number. Now I have to roll dice and compare. Not a fan. Maybe houserule a static defense based on stats?

Rolling for HP? Really? I can't count how many times I've lied about my roll regarding that...

*4e Flag-Waving* I think new players will have a harder time with this system. I play a game with a bunch of our wives / girlfriends who have hardly played any D&D before, and 4e is complicated to them in a lot of respects. While I tip my hat to the "classic" feel, i'm worries its not newbie friendly enough.

If trivial checks are "checks the players shouldn't have to roll" then why are they listed with a DC? I like the idea of less checks, and am going to incorporate the idea into my 4e game.

I both love and am fearful about Advantage / Disadvantage. It seems pretty awesome out the gate, but as someone pointed out, could be a bit swingy for a d20's worth of chance. HOWEVER! My Inner-DM cannot wait for a social encounter where my players have just presented their best case to an important person trying to persuade them, and all I say is "Roll 2 twenties, and give me both the results". I think I can see the sweat dripping now... :devil:
 
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So far I like it. It's exactly what they said they were shooting for. Really simple core, looks like D&D. There are some funky things in the rules that need to be ironed out, but it's a playtest.

Also. I do like how they've changed surges to seem less gamey.
 

My group of 4 just got done running through our playtest. Everyone had a favorable opinion about it. I played as the cleric of Pelor and found myself throwing Radiant Lances in just about every fight until someone needed healing. Our real test was the encounter with an owlbear.

Our wiz kept it locked down with Ray of Frost while everyone else pelted it with ranged attacks. By the time the wiz finally missed with a ray, the owlbear was already severely weakened. The halfling rogue was amazing. Being able to hide in the middle of combat is great.

Healing is very, very, very important. It didn't seem possible to have enough of it. As soon as we ran into money, we used it for healing potions. I have a ton of other thoughts about it, but I'm too tired. If they manage to release a game similar to what we saw tonight, WotC will have earned at least one sale from a Pathfinder group.
 

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