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<blockquote data-quote="Thraug" data-source="post: 5920691" data-attributes="member: 84157"><p>I'm quite happy so far with what I see from this early core set of rules. The optional components will make or break this game for some and I look forward to customizing my game with them.</p><p></p><p><strong>LOVE</strong>:</p><p></p><ul> <li data-xf-list-type="ul">Overall streamlining of ... everything! This will greatly speed up the ridiculously long 4e combats with very little loss in tactical depth, even with a very simple grid system.<ul> <li data-xf-list-type="ul">Less monster powers</li> <li data-xf-list-type="ul">Less monster HP</li> <li data-xf-list-type="ul">Less complex spells/powers</li> <li data-xf-list-type="ul">Removal of 4e's micro-managed action choices with multiple activities in each</li> </ul> </li> </ul><p></p><ul> <li data-xf-list-type="ul">Advantage/Disadvantage. Easy to remember and easy to run. This is the most important and smooth part of it. No more adding up excessive amounts of numbers, figuring out which stack and whioch don't; doing crazy math at high levels (+31, -2, -5, +2, bleh...)</li> </ul><p></p><ul> <li data-xf-list-type="ul">Flat math. BEST.CHANGE.EVER! I could write an essay on why this is fantastic. See above math point for just one. No more L25 Orcs, or L25 Orc "minions". Yeah! Just Orc, 1 hit them at high level but fight ranks of them quickly and they can still affect you without being L25 "minions" that are impervious to low level parties.</li> </ul><p></p><ul> <li data-xf-list-type="ul">More decisions and outcomes given to the DM. A good DM will be empowered, but a poor one will suffer unfortunately.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Backgrounds and themes are great.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Am I the only one that loves the racial immunities?</li> </ul><p></p><ul> <li data-xf-list-type="ul">Simple fighter class option. Folks, there are players that want to swing a sword and roll dice, that's it. This is the class for them. They have said you can make a more advanced and tactically deep Fighter if you like, but this is not him.</li> </ul><p></p><ul> <li data-xf-list-type="ul">No mention of Skill Challenges. WORST.FEATURE.EVER!</li> </ul><p> </p><p><strong>DISLIKE</strong>:</p><p></p><ul> <li data-xf-list-type="ul">Spell and monster descriptions. They need to have a well-defined gameplay box layout, in addition to the fluff and lore, but these should be separate.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Electrum. Why? The only coin not following the power of 10 progression? Pointless and unnecessary.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Character sheet. I found them confusing to read and disorganized. The back pages are a mess.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Stealth rules in combat still too complex. Remove them or make them super abstract and easy. No edition has come close to having good stealth rules.</li> </ul><p></p><p><strong>HATE</strong></p><p></p><ul> <li data-xf-list-type="ul">Long Rest<ul> <li data-xf-list-type="ul">Allowing a character to heal up to 100% HP and HD after one Long Rest:<ul> <li data-xf-list-type="ul">eliminates story elements that stem from lasting injuries/wounds/wear or enduring treacherous journeys.</li> <li data-xf-list-type="ul">forces isolated combat encounters (1/day max) to be very difficult to be challenging or be a pushover at normal difficulty.</li> <li data-xf-list-type="ul">reduces plausibility and suspension of disbelief of being on a long and hard grueling adventure</li> </ul><br /> </li> </ul> </li> <li data-xf-list-type="ul">HP gained when leveling. Rolling is bad:<ul> <li data-xf-list-type="ul">Lose character sheet you lost your rolls. Bad rolls encourage "lost" character sheets. Terrible.</li> <li data-xf-list-type="ul">Suggestion: Add optional rule to not roll. Instead, gain 1/2 HD + CON bonus (assuming minimum ability score is 8).</li> </ul> </li> </ul><p></p><ul> <li data-xf-list-type="ul">Weapon and Armor charts. Both are terrible and need a complete overhaul. The armor chart is a disaster. Either make item the same or give them unique properties that give us worthy choices to make.</li> </ul></blockquote><p></p>
[QUOTE="Thraug, post: 5920691, member: 84157"] I'm quite happy so far with what I see from this early core set of rules. The optional components will make or break this game for some and I look forward to customizing my game with them. [B]LOVE[/B]: [LIST] [*]Overall streamlining of ... everything! This will greatly speed up the ridiculously long 4e combats with very little loss in tactical depth, even with a very simple grid system. [LIST] [*]Less monster powers [*]Less monster HP [*]Less complex spells/powers [*]Removal of 4e's micro-managed action choices with multiple activities in each [/LIST] [/LIST] [LIST] [*]Advantage/Disadvantage. Easy to remember and easy to run. This is the most important and smooth part of it. No more adding up excessive amounts of numbers, figuring out which stack and whioch don't; doing crazy math at high levels (+31, -2, -5, +2, bleh...) [/LIST] [LIST] [*]Flat math. BEST.CHANGE.EVER! I could write an essay on why this is fantastic. See above math point for just one. No more L25 Orcs, or L25 Orc "minions". Yeah! Just Orc, 1 hit them at high level but fight ranks of them quickly and they can still affect you without being L25 "minions" that are impervious to low level parties. [/LIST] [LIST] [*]More decisions and outcomes given to the DM. A good DM will be empowered, but a poor one will suffer unfortunately. [/LIST] [LIST] [*]Backgrounds and themes are great. [/LIST] [LIST] [*]Am I the only one that loves the racial immunities? [/LIST] [LIST] [*]Simple fighter class option. Folks, there are players that want to swing a sword and roll dice, that's it. This is the class for them. They have said you can make a more advanced and tactically deep Fighter if you like, but this is not him. [/LIST] [LIST] [*]No mention of Skill Challenges. WORST.FEATURE.EVER! [/LIST] [B]DISLIKE[/B]: [LIST] [*]Spell and monster descriptions. They need to have a well-defined gameplay box layout, in addition to the fluff and lore, but these should be separate. [/LIST] [LIST] [*]Electrum. Why? The only coin not following the power of 10 progression? Pointless and unnecessary. [/LIST] [LIST] [*]Character sheet. I found them confusing to read and disorganized. The back pages are a mess. [/LIST] [LIST] [*]Stealth rules in combat still too complex. Remove them or make them super abstract and easy. No edition has come close to having good stealth rules. [/LIST] [B]HATE[/B] [LIST] [*]Long Rest [LIST] [*]Allowing a character to heal up to 100% HP and HD after one Long Rest: [LIST] [*]eliminates story elements that stem from lasting injuries/wounds/wear or enduring treacherous journeys. [*]forces isolated combat encounters (1/day max) to be very difficult to be challenging or be a pushover at normal difficulty. [*]reduces plausibility and suspension of disbelief of being on a long and hard grueling adventure [/LIST] [/LIST] [*]HP gained when leveling. Rolling is bad: [LIST] [*]Lose character sheet you lost your rolls. Bad rolls encourage "lost" character sheets. Terrible. [*]Suggestion: Add optional rule to not roll. Instead, gain 1/2 HD + CON bonus (assuming minimum ability score is 8). [/LIST] [/LIST] [LIST] [*]Weapon and Armor charts. Both are terrible and need a complete overhaul. The armor chart is a disaster. Either make item the same or give them unique properties that give us worthy choices to make. [/LIST] [/QUOTE]
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