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Heroes of Neverwinter as 5e Preview?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5757951" data-attributes="member: 1165"><p>I personally don't believe it's a preview of 5e (so I should probably be in another thread), but even if it were so, many of the changes could have been made due to this being a video game rather than a tabletop game.</p><p></p><p>IMO, attritional hp loss is a bad idea, as it heavily promotes the 15 minute adventuring day. It makes it harder for PCs to be challenged in equal-leveled encounters, although it still has the attritional effect of losing healing surges.</p><p></p><p></p><p></p><p>Is this one of each per class, or do you choose (but have max of two at-wills)?</p><p></p><p></p><p></p><p>Can I assume you mean each class has only 10 powers, or that a 10th-level character has only 10 powers? Because if it's the latter, it's not really different from 4e, other than having fewer at-wills. (4e characters don't even gain a power per level, although they come close to it.)</p><p></p><p></p><p></p><p>I take this to mean supporting the striker role. Does the game have a ranger?</p><p></p><p></p><p></p><p>More detail. I assume the fighter can only buff its own hp (how? Healing? Temp hp?) while the cleric can buff anyone's. But I can't tell from this description.</p><p></p><p></p><p></p><p>This one makes sense. No one but a rogue (or wizard, maybe) is likely to have "Thievery" as a class skill anyway.</p><p></p><p></p><p></p><p>Now this is interesting. Cover and concealment are only -2 debuffs in 4e, which is pretty lame.</p><p></p><p></p><p></p><p>To me, this is more of a negative than a positive. I don't want to go crawling looking for rings, reminds me of Angband or Diablo (in a bad way).</p><p></p><p>Six slots isn't that "few"; in 4e, while there are more slots, you only <em>need</em> to fill three (weapon/implement, armor and neck).</p><p></p><p></p><p></p><p>Not counting glyphs, that sounds too powerful. A potion buffs for a whole adventure? Does a healing potion = regeneration potion?</p><p></p><p></p><p></p><p>That is really cool. There's lots of talk of "adjustable dials", but those tools, regardless of which edition they're for, aren't out yet.</p><p></p><p></p><p></p><p>As above, I'm not a huge fan of treasure. To me, kicking butt and stopping the villain's plot is the reward. In a regular game, I just want to fill my three slots and maybe some healing potions. In an inherent bonus game, it's just potions, which you can buy rather than scrounge for. Looking for "plot" is cooler than looking for loot.</p><p></p><p></p><p></p><p>Do they have wandering monsters or any suggestions for countering the 15 minute adventuring day?</p><p></p><p></p><p></p><p>Triggered attacks are a valid way of giving solos more actions. This doesn't sound very different from 4e. Can they resist "action loss?"</p><p></p><p></p><p></p><p>PCs tend to be deadliest at the beginning of an encounter, monsters at the end. Cool.</p><p></p><p></p><p></p><p>Given all the complaints about how hard it is to build a character, and how long rounds take, this can't hurt.</p><p></p><p></p><p></p><p>I'm not sure this is a good idea. That can't be balanced, even if you can set an appropriate encounter level per encounter. The low-level guy is going to feel shafted; I see no reason to encourage that.</p><p></p><p></p><p></p><p>Now I'm confused. From previous points, it seems this is Monte Haul. Are you suggesting you could run the same adventure twice, once austere and once Monte Haul?</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>Yes, but I suspect the motivation was a computer can't handle the complexity of a TRPG.</p><p></p><p></p><p></p><p>I believe that was the point of Essentials. Different strokes...</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5757951, member: 1165"] I personally don't believe it's a preview of 5e (so I should probably be in another thread), but even if it were so, many of the changes could have been made due to this being a video game rather than a tabletop game. IMO, attritional hp loss is a bad idea, as it heavily promotes the 15 minute adventuring day. It makes it harder for PCs to be challenged in equal-leveled encounters, although it still has the attritional effect of losing healing surges. Is this one of each per class, or do you choose (but have max of two at-wills)? Can I assume you mean each class has only 10 powers, or that a 10th-level character has only 10 powers? Because if it's the latter, it's not really different from 4e, other than having fewer at-wills. (4e characters don't even gain a power per level, although they come close to it.) I take this to mean supporting the striker role. Does the game have a ranger? More detail. I assume the fighter can only buff its own hp (how? Healing? Temp hp?) while the cleric can buff anyone's. But I can't tell from this description. This one makes sense. No one but a rogue (or wizard, maybe) is likely to have "Thievery" as a class skill anyway. Now this is interesting. Cover and concealment are only -2 debuffs in 4e, which is pretty lame. To me, this is more of a negative than a positive. I don't want to go crawling looking for rings, reminds me of Angband or Diablo (in a bad way). Six slots isn't that "few"; in 4e, while there are more slots, you only [i]need[/i] to fill three (weapon/implement, armor and neck). Not counting glyphs, that sounds too powerful. A potion buffs for a whole adventure? Does a healing potion = regeneration potion? That is really cool. There's lots of talk of "adjustable dials", but those tools, regardless of which edition they're for, aren't out yet. As above, I'm not a huge fan of treasure. To me, kicking butt and stopping the villain's plot is the reward. In a regular game, I just want to fill my three slots and maybe some healing potions. In an inherent bonus game, it's just potions, which you can buy rather than scrounge for. Looking for "plot" is cooler than looking for loot. Do they have wandering monsters or any suggestions for countering the 15 minute adventuring day? Triggered attacks are a valid way of giving solos more actions. This doesn't sound very different from 4e. Can they resist "action loss?" PCs tend to be deadliest at the beginning of an encounter, monsters at the end. Cool. Given all the complaints about how hard it is to build a character, and how long rounds take, this can't hurt. I'm not sure this is a good idea. That can't be balanced, even if you can set an appropriate encounter level per encounter. The low-level guy is going to feel shafted; I see no reason to encourage that. Now I'm confused. From previous points, it seems this is Monte Haul. Are you suggesting you could run the same adventure twice, once austere and once Monte Haul? No. Yes, but I suspect the motivation was a computer can't handle the complexity of a TRPG. I believe that was the point of Essentials. Different strokes... [/QUOTE]
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