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Heroes of Neverwinter as 5e Preview?
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<blockquote data-quote="ashockney" data-source="post: 5758254" data-attributes="member: 1363"><p>My apologies, a few quick-handed errors on my part:</p><p>You are correct the class in the game is titled rogue, not thief.</p><p>The cleric's at-will is actually referred to as Righteous Strike.</p><p>All classes get "encounter" powers starting at 1st, and one of the cleric's is Lance of Faith. One of the wizard's is Acid Arrow. If you want to play up that aspect of your build, this is how you would do it. </p><p></p><p></p><p></p><p>My apologies, this is a great call-out. Your "rewards" including the ability to get keys to move along in the plot, are tied to completing an "adventure" of your choosing. Each adventure is between 4-8 rooms, each of which may have an encounter. You must succeed in all encounters to complete the adventure successfully. You get a free extended rest between adventures. In this way, your encounter powers, including healing, reset each room(encounter). You can bail at anytime during an adventure, and you get an extended rest, but you won't succeed at the adventure. It would also help to explain that the "healing" available is pretty limited compared to the hit points - (ie, heals 10 hp, 2/encounter, but the party has 80-120hp).</p><p></p><p>Item balance is DEFINITELY in the rules, and part of the reward/purchase/achievement formula. In addition, the economy appears to be radically reduced to a lot LESS items overall, especially considering both rarity, randomness, and low bonuses (you've got to work to get your 10th level character a +2 weapon).</p><p></p><p></p><p></p><p>Because the foundation for HoN is built upon 4e concepts, the difference in HP between 1st and 4th is more like 25 and 45. It's a much tighter range. Same thing on "to hit" with all PC's commonly hitting, at pretty much any level. I would concede the tougher monsters against lower PC's and AC's seem to hit more frequently.</p><p></p><p>I completely support your opinion. This is the kind of dialogue I'd love to encourage about what could be 5e. There are aspects you're definitely keyed into included, but the concept of split levels playing together throws you, so I'd ask more about what's at the ROOT of that concern? You used the term "Monte Haul" earlier, how do you feel this taps into that? Could these concerns be addressed in design?</p></blockquote><p></p>
[QUOTE="ashockney, post: 5758254, member: 1363"] My apologies, a few quick-handed errors on my part: You are correct the class in the game is titled rogue, not thief. The cleric's at-will is actually referred to as Righteous Strike. All classes get "encounter" powers starting at 1st, and one of the cleric's is Lance of Faith. One of the wizard's is Acid Arrow. If you want to play up that aspect of your build, this is how you would do it. My apologies, this is a great call-out. Your "rewards" including the ability to get keys to move along in the plot, are tied to completing an "adventure" of your choosing. Each adventure is between 4-8 rooms, each of which may have an encounter. You must succeed in all encounters to complete the adventure successfully. You get a free extended rest between adventures. In this way, your encounter powers, including healing, reset each room(encounter). You can bail at anytime during an adventure, and you get an extended rest, but you won't succeed at the adventure. It would also help to explain that the "healing" available is pretty limited compared to the hit points - (ie, heals 10 hp, 2/encounter, but the party has 80-120hp). Item balance is DEFINITELY in the rules, and part of the reward/purchase/achievement formula. In addition, the economy appears to be radically reduced to a lot LESS items overall, especially considering both rarity, randomness, and low bonuses (you've got to work to get your 10th level character a +2 weapon). Because the foundation for HoN is built upon 4e concepts, the difference in HP between 1st and 4th is more like 25 and 45. It's a much tighter range. Same thing on "to hit" with all PC's commonly hitting, at pretty much any level. I would concede the tougher monsters against lower PC's and AC's seem to hit more frequently. I completely support your opinion. This is the kind of dialogue I'd love to encourage about what could be 5e. There are aspects you're definitely keyed into included, but the concept of split levels playing together throws you, so I'd ask more about what's at the ROOT of that concern? You used the term "Monte Haul" earlier, how do you feel this taps into that? Could these concerns be addressed in design? [/QUOTE]
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