Just as a question since hold and charm person factor pretty heavily here. How many 44 hp humanoids are there?
Did I miss a packet after the 8/02/13 packet?
Edit 2: Also note that I'm using the "080213 DnD Next Playtest Packet". I don't have access to the newer one, if someone would be so kind to PM me a way to get it, I would love to do an analysis on it too.
Did I miss a packet after the 8/02/13 packet?
Holy...have you been ranting based off the August 2 packet this whole time? Wow...that would explain some things.
Yes, you've missed a lot.
Yeah I see that now.
So since Rituals are back to 'if you have them in your spell book' instead of 'if you have them prepared' that means I can use all slots on combat.
The Spell DC should be 15 at level 5 instead of 17.
Aura of Antipathy is overpowered - Combined with Mage Armor, it makes the Wizard better off than the plate wearing shield toting Fighter.
Flaming Sphere is no better than a Cantrip is at level 5 (but that's not new).
Overall the spell save DC is the only real thing I see that has changed. In my analysis. There are spells that can replicate nearly any classes features. It still has Schrodinger's Wizard in full swing too.
In other words the Wizard is still overpowered compared to the Fighter.
Heh, I remember that stupid aura - aura of antipathy is something that I severely doubt will survive through the playtest process - they are aware of the math involved with the aura and how it is ridonkulous.
Read through the spells, some of them have some subtle but powerful changes, and concentration is a PITA. It's easy to miss those changes. Also, read through what the other classes start to pick up at 5th level and beyond.
Also, there's a good chance I missed some files; I almost sent you a different set of playtest files <whistles innocently> on accident.
Well I would love to be in their closed play test, and show them the math that goes with everything, but apparently they can't stand a dissenting opinion for whatever reason.
Even if they were to get everything balanced right, they still missed one thing:
I want to play a game that has interesting equal choices on level up and during each round of each encounter. Something that only a few classes in 5E get. I don't mind if there is a simple sub-class for those that want it, but I want a class with lots of options and tactical choices.
I appreciate you sending me the public play test files though. Now I can do my math on them, but really there doesn't seem to be much difference in the most effective spells between the 2 packets. The biggest difference seems to be the spell casting DC and the increased proficiency bonus. So on the one side saves are easier to make, and on the other attack roll spells will hit more often.
Well I would love to be in their closed play test, and show them the math that goes with everything, but apparently they can't stand a dissenting opinion for whatever reason.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.