Salamandyr
Adventurer
About halfway through the packet, and so far I'm liking pretty much everything I've seen.
I still need some time to get closer acquainted with the new packet, but on the whole this was my reaction as well. Even if they still need some work, I see the Exploration rules as being one of the first examples of concrete modularity addressing play agendas. I can lay those rules over the core to get a B/X style dungeoncrawl/hex-mapping game, without compromising the game's (at this point potential) ability to create the more scene-framing oriented structure we were discussing earlier.Well I guess I'm an extreme minority, and admittedly I haven't digested everything, but I'm pleased with the direction of almost everything in this new packet. We appear to be getting a look at a few module proposals that we haven't seen yet.
I like the direction of skills, the new classes, the new Fighter, the new Rogue setup (by the by, I'm pretty sure the way the various "striker" features, Backstab & Isolated Strike, are setup, you're tactically removing disadvantage from your sneak attack based on your scheme's approach), the fact that you can make a mundane Ranger with a Rogue/Scout scheme or a more mystical Ranger with the Ranger class, many of the new feat approaches, the direction of races (not pleased yet, but the direction is good).
Haven't checked out magic items, new spells and spell changes, or if any of the various rule issues that I have are clarified but overall, I'm relatively pleased by this packet. I'd like to see certain things expanded and its still missing a considerable number of things that I would need to actually play the game as anything more than a one-off, but not bad.
I like the overlapping of maneuvers and feats.
I hated, hated, hated it at first. But then I realized, with MDD / expertise removed there really was no difference between feats and maneuvers. Especially with Martial Training allowing you to pick up a maneuver for a feat.
It's really just a naming change. They could have kept the name and pull them into a separate document but that's strictly a name change. I wonder how much less upset people would be if they had just called them "maneuver feats"?
Oh well. A rose by any other name...
Yes, this part (which I just read) I actually liked. Easy enough to import into any game, really.I still need some time to get closer acquainted with the new packet, but on the whole this was my reaction as well. Even if they still need some work, I see the Exploration rules as being one of the first examples of concrete modularity addressing play agendas. I can lay those rules over the core to get a B/X style dungeoncrawl/hex-mapping game, without compromising the game's (at this point potential) ability to create the more scene-framing oriented structure we were discussing earlier.
I like the overlapping of maneuvers and feats.
I hated, hated, hated it at first. But then I realized, with MDD / expertise removed there really was no difference between feats and maneuvers. Especially with Martial Training allowing you to pick up a maneuver for a feat.
It's really just a naming change. They could have kept the name and pull them into a separate document but that's strictly a name change. I wonder how much less upset people would be if they had just called them "maneuver feats"?
Oh well. A rose by any other name...
Putting them in a separate document won't suddenly make them different.No. For me it isn't about the name. I dislike the idea of making them feats at all. It sucked in 3.x, and it sucks now, IMO.
I see the Exploration rules as being one of the first examples of concrete modularity addressing play agendas. I can lay those rules over the core to get a B/X style dungeoncrawl/hex-mapping game
Even if they still need some work, I see the Exploration rules as being one of the first examples of concrete modularity addressing play agendas. I can lay those rules over the core to get a B/X style dungeoncrawl/hex-mapping game, without compromising the game's (at this point potential) ability to create the more scene-framing oriented structure we were discussing earlier.