SLOTHmaster
First Post
Fighters have expertise dice? I'm not sure I like this mechanic. In fact, I'm not sure I like the way they seem to be thinking about fighters. One of the large reasons fighters have always lagged so far behind casters is that fighters alter the mechanical world while casters alter the game world. Say what you will, I'd rather be able to control the weather than to have a +anything to hit.
Don't like the name of rogue schemes, but whatever.
Where did the thing that let the fighter deal damage on a miss go? It made my party's fighter seem useful since it let him steamroll through goblins.
I'd like to advocate a new status: vulnerable. When you're at low hp, helpless, intoxicated or the like, you are considered vulnerable. Spells like hold person (which previously in 5e relied on current hp and now on max hp) would have an increased effect on vulnerable targets.
In general, I much prefer the flavor of spells that describe the effect in the blurb than those that say "you do X," though sometimes, like how it's written in counterspell, the latter makes sense.
I liked the flavor of continual flame more than continual light. Being able to choose between the two when you cast the spell would be nice.
I love it that magic items are considered priceless.
I like the way dex and armor interact. Maybe make the table simpler by putting it next to armor type rather than armor, similar to what they do on the weapons table for what ability mod to use for attacks.
I like the way they notate range, makes it easy to remember range is not max range.
I absolutely love advantage/disadvantage. Helps stop bloat, and is easy to use.
I'm not sure what I think of contests.
In the original playtest, I started out DMing a group of 3, playing the wizard, rogue, and cleric or Moradin. We took the first half hour or so to read through the rules and get a feel for how things worked. Right off the bat, the wizard noticed that the cat familiar for some reason lacked low light vision, so I agreed to grant it, should it ever matter (it didn't). It was a little unclear how spell preparation works, but it seemed that wizards had to prepare and clerics cast spontaneously. They scouted around a little then decided to start by entering cave G (the gallery of death). They found and killed a few rats, then walked into the cavern with oozes. When it became quickly apparent that three oozes were too much to beat, they began operation "oozes have terrible speed" and high-tailed it out of there, right into the owlbear. At this point, the wizard realized that the cat was an expendable resource, threw it in the owlbears face, and the party ran. Why were familiars expendable? I don't know. Does the new 100 gp cost help? Only at lower levels.
Don't like the name of rogue schemes, but whatever.
Where did the thing that let the fighter deal damage on a miss go? It made my party's fighter seem useful since it let him steamroll through goblins.
I'd like to advocate a new status: vulnerable. When you're at low hp, helpless, intoxicated or the like, you are considered vulnerable. Spells like hold person (which previously in 5e relied on current hp and now on max hp) would have an increased effect on vulnerable targets.
In general, I much prefer the flavor of spells that describe the effect in the blurb than those that say "you do X," though sometimes, like how it's written in counterspell, the latter makes sense.
I liked the flavor of continual flame more than continual light. Being able to choose between the two when you cast the spell would be nice.
I love it that magic items are considered priceless.
I like the way dex and armor interact. Maybe make the table simpler by putting it next to armor type rather than armor, similar to what they do on the weapons table for what ability mod to use for attacks.
I like the way they notate range, makes it easy to remember range is not max range.
I absolutely love advantage/disadvantage. Helps stop bloat, and is easy to use.
I'm not sure what I think of contests.
In the original playtest, I started out DMing a group of 3, playing the wizard, rogue, and cleric or Moradin. We took the first half hour or so to read through the rules and get a feel for how things worked. Right off the bat, the wizard noticed that the cat familiar for some reason lacked low light vision, so I agreed to grant it, should it ever matter (it didn't). It was a little unclear how spell preparation works, but it seemed that wizards had to prepare and clerics cast spontaneously. They scouted around a little then decided to start by entering cave G (the gallery of death). They found and killed a few rats, then walked into the cavern with oozes. When it became quickly apparent that three oozes were too much to beat, they began operation "oozes have terrible speed" and high-tailed it out of there, right into the owlbear. At this point, the wizard realized that the cat was an expendable resource, threw it in the owlbears face, and the party ran. Why were familiars expendable? I don't know. Does the new 100 gp cost help? Only at lower levels.