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Heroes of Neverwinter as 5e Preview?
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<blockquote data-quote="ashockney" data-source="post: 5758081" data-attributes="member: 1363"><p>(Psi)SeveredHead welcome to the conversation! Thanks for not beating the horse on the computer game not being the TRPG. I completely agree this is obviously a simpler format for FB and for computer game. But that's not the point. What if, just IF, it's informing a new paradigm? It's an interesting thought.</p><p></p><p>One of each at will per class.</p><p>Thief - Sly Flourish/Basic Ranged Attack (Striker)</p><p>Fighter - Steel Serpent Strike/Basic Ranged Attack (Defender)</p><p>Cleric - Righteous Might/Basic Ranged Attack (Leader)</p><p>Wizard - Magic Missile/Basic Ranged Attack (Controller)</p><p></p><p>With basic attacks, at-wills, encounter, utility, daily's and magic items all added together by 10th level, most PC's have a LOT more than 10 options. At 10th in HoN it is 10, exactly. All in. You can pick from 19 or so different powers to get your 10, giving you a little customization.</p><p></p><p>The buffs that would last the adventure are typically resist effects. Most potions and trinkets only have a "one time" or "one encounter" effect when triggered.</p><p></p><p>The 15 minute adventuring day! I forgot about that one. File away as a "secondary" benefit of this format. Everyone has encounter powers. 15 min adventuring day is TOTALLY gone, you can game, and game, and game, it all resets with EACH room/encounter. I left it out, but they have an energy component in HoN that needs to recharge before you can start your next adventure. Energy seems like something totally pointed at a CRPG. No random/wandering encounters. This is a GOOD call out, at least insofar as it would add value to a story.</p><p></p><p>Out of curiosity, did you play in the 1e days? I did, and it was different then. You had very little access to magic items. Making them more rare made them more magical. You played to SURVIVE, and if you did, you kept what you earned. If you died, it was the end of the world, you had to start over, but you could still game with your friends who were higher level and had more stuff. The difference between 1, 3, 6, 10 was CLEARLY noticeable, but wasn't THAT BIG of a deal. It created an "air" that was more austere, and you really had to EARN everything you got. It's all kind of the OPPOSITE of Monte Haul stuff. If you had a party of a 4th, 2nd, 2nd, and 1st level characters, it was not "Monte Haul" to have a 4th along with you on the adventure. Was he better? A little. BUT you would NEED it because you could face more difficult challenges and a few bad dice rolls were tough to overcome. That level 4 character had EARNED every stripe, XP, and magic item he had access to, in the meantime.</p></blockquote><p></p>
[QUOTE="ashockney, post: 5758081, member: 1363"] (Psi)SeveredHead welcome to the conversation! Thanks for not beating the horse on the computer game not being the TRPG. I completely agree this is obviously a simpler format for FB and for computer game. But that's not the point. What if, just IF, it's informing a new paradigm? It's an interesting thought. One of each at will per class. Thief - Sly Flourish/Basic Ranged Attack (Striker) Fighter - Steel Serpent Strike/Basic Ranged Attack (Defender) Cleric - Righteous Might/Basic Ranged Attack (Leader) Wizard - Magic Missile/Basic Ranged Attack (Controller) With basic attacks, at-wills, encounter, utility, daily's and magic items all added together by 10th level, most PC's have a LOT more than 10 options. At 10th in HoN it is 10, exactly. All in. You can pick from 19 or so different powers to get your 10, giving you a little customization. The buffs that would last the adventure are typically resist effects. Most potions and trinkets only have a "one time" or "one encounter" effect when triggered. The 15 minute adventuring day! I forgot about that one. File away as a "secondary" benefit of this format. Everyone has encounter powers. 15 min adventuring day is TOTALLY gone, you can game, and game, and game, it all resets with EACH room/encounter. I left it out, but they have an energy component in HoN that needs to recharge before you can start your next adventure. Energy seems like something totally pointed at a CRPG. No random/wandering encounters. This is a GOOD call out, at least insofar as it would add value to a story. Out of curiosity, did you play in the 1e days? I did, and it was different then. You had very little access to magic items. Making them more rare made them more magical. You played to SURVIVE, and if you did, you kept what you earned. If you died, it was the end of the world, you had to start over, but you could still game with your friends who were higher level and had more stuff. The difference between 1, 3, 6, 10 was CLEARLY noticeable, but wasn't THAT BIG of a deal. It created an "air" that was more austere, and you really had to EARN everything you got. It's all kind of the OPPOSITE of Monte Haul stuff. If you had a party of a 4th, 2nd, 2nd, and 1st level characters, it was not "Monte Haul" to have a 4th along with you on the adventure. Was he better? A little. BUT you would NEED it because you could face more difficult challenges and a few bad dice rolls were tough to overcome. That level 4 character had EARNED every stripe, XP, and magic item he had access to, in the meantime. [/QUOTE]
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