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New D&D Next Playtest package is up (19/9/2013) [merged threads]
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<blockquote data-quote="Plaguescarred" data-source="post: 6185200" data-attributes="member: 6701422"><p><span style="font-family: 'verdana'"><strong>Background & Skills:</strong> I like the proficiency and skills but i think its too narrow and there could be more. I like that some background grant additional language on top of your Race.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><strong>Classes:</strong> I miss <em>Rage</em> granting advantage on Strenght attacks. Glad to see the Barbarian <em>Thick Hide</em> back. I like the change to <em>Extra Attack </em>to now stack with Two Weapon Fighting. Il love the Bard and its <em>Bardic Performances </em>and <em>Colleges</em>. I'm good with <em>Second Wind </em>granting temporary hit points. I like the <em>Fighting Styles </em>a lot. I like that <em>Cunning Action</em> was transferred to all Rogues. The Rogue still go by without <em>Extra Attack</em> so i guess they feel <em>Sneak Attack </em>compensate enought DPR wise. I like that <em>Fast Hand </em>enable using object in the environement like we've seen during the A1Livestream with Rodney Thompson's Rogue.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><strong>Equipment</strong>: Glad the plate's weight was lowered to 65 lb. I wish the Thrown property would allow the choice between Strenght or Dexterity for ranged attacks like <em>Finesse</em> does.I find odd that the Quatterstaff is <em>Versatile </em>rather than <em>Two Handed</em>. I think Unarmed Strike should have the <em>Light</em> Property to allow Two Weapon Fighting with it. I miss the Halberd's <em>Special</em> effect and thought it was cool and that more weapons should have such property-inducing effects. The Herbalism Kit is still missing from the price list. </span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><strong>Races:</strong> I like the Dragonborn and how <em>Dragon Ancestry </em>regiment its <em>Dragon Breath </em>and <em>Damage Resistance</em>. The Drow is quite good with <em>Lolth-Touched Magic</em>, <em>Darkvision</em> and all the other Elf traits and it could probably loose <em>Keen Senses</em>. I think <em>Sun Sensitivity</em> should also break concentration to impede spellcasters as well. I like the Kender's <em>Fearless </em>and<em> Taunt </em>traits too. I dislike <em>Kender Pocket</em> and fear it could be too easily abused. Pulling off your pocket anything from the equpment list 25% of the time is just unrealistic. It should have more limitations based on price, weight and be from the adventuring gears list only to avoid Kender handing out Mithral Scale and Spyglass like candies. I like the Tiefling but find <em>Infernal Wrath</em> seems a little weak. The Warforged's<em> Living Construct </em>is well made even though it feels a bit lackluster.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><strong>Multiclass:</strong> I like the multiclass rules and how Advancement works but i find <em>Multiclass Prerequisits</em> too limiting.</span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><strong>How To Play: </strong>I find Carrying Capacity to be too high and think it should be STR x5 rather than x10. I like the <em>Interaction </em>rules, Attitude & Reactions remind me a lot of the AD&D Reaction tables. Ideals, Flaws & Bonds sounds like a good way to flesh out characters and have it interact in the game. I'm good with <em>Variant Rules: Movement on a Grid</em> except for <em>Moving Diagonally</em> which i think should cost 1 square rather than 1 1/2 to keep things simple. I like the new <em>Charge </em>action even though the movement is limited, and i think it should allow you to push rather than attack if you want, like a Bull Rush. I like that Two-Weapon Fighting now allow movement between attacks. I also like the Critical Hits rules of max damage + 1[W]. I thought <em>Short Rest</em> duration would be more flexible as heard in recent talk. I'm ok with the change to <em>Death Rolls</em>. </span></p><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><strong>Feats: </strong>I like the new <em>Athlete</em> feat and how it incorporate ability score improvement + skill proficiency. I think <em>Charger</em> should should let you move all your speed rather than half and allow the normal <em>Charge</em> action to push.</span></p></blockquote><p></p>
[QUOTE="Plaguescarred, post: 6185200, member: 6701422"] [FONT=verdana][B]Background & Skills:[/B] I like the proficiency and skills but i think its too narrow and there could be more. I like that some background grant additional language on top of your Race. [B]Classes:[/B] I miss [I]Rage[/I] granting advantage on Strenght attacks. Glad to see the Barbarian [I]Thick Hide[/I] back. I like the change to [I]Extra Attack [/I]to now stack with Two Weapon Fighting. Il love the Bard and its [I]Bardic Performances [/I]and [I]Colleges[/I]. I'm good with [I]Second Wind [/I]granting temporary hit points. I like the [I]Fighting Styles [/I]a lot. I like that [I]Cunning Action[/I] was transferred to all Rogues. The Rogue still go by without [I]Extra Attack[/I] so i guess they feel [I]Sneak Attack [/I]compensate enought DPR wise. I like that [I]Fast Hand [/I]enable using object in the environement like we've seen during the A1Livestream with Rodney Thompson's Rogue. [B]Equipment[/B]: Glad the plate's weight was lowered to 65 lb. I wish the Thrown property would allow the choice between Strenght or Dexterity for ranged attacks like [I]Finesse[/I] does.I find odd that the Quatterstaff is [I]Versatile [/I]rather than [I]Two Handed[/I]. I think Unarmed Strike should have the [I]Light[/I] Property to allow Two Weapon Fighting with it. I miss the Halberd's [I]Special[/I] effect and thought it was cool and that more weapons should have such property-inducing effects. The Herbalism Kit is still missing from the price list. [B]Races:[/B] I like the Dragonborn and how [I]Dragon Ancestry [/I]regiment its [I]Dragon Breath [/I]and [I]Damage Resistance[/I]. The Drow is quite good with [I]Lolth-Touched Magic[/I], [I]Darkvision[/I] and all the other Elf traits and it could probably loose [I]Keen Senses[/I]. I think [I]Sun Sensitivity[/I] should also break concentration to impede spellcasters as well. I like the Kender's [I]Fearless [/I]and[I] Taunt [/I]traits too. I dislike [I]Kender Pocket[/I] and fear it could be too easily abused. Pulling off your pocket anything from the equpment list 25% of the time is just unrealistic. It should have more limitations based on price, weight and be from the adventuring gears list only to avoid Kender handing out Mithral Scale and Spyglass like candies. I like the Tiefling but find [I]Infernal Wrath[/I] seems a little weak. The Warforged's[I] Living Construct [/I]is well made even though it feels a bit lackluster. [B]Multiclass:[/B] I like the multiclass rules and how Advancement works but i find [I]Multiclass Prerequisits[/I] too limiting. [B]How To Play: [/B]I find Carrying Capacity to be too high and think it should be STR x5 rather than x10. I like the [I]Interaction [/I]rules, Attitude & Reactions remind me a lot of the AD&D Reaction tables. Ideals, Flaws & Bonds sounds like a good way to flesh out characters and have it interact in the game. I'm good with [I]Variant Rules: Movement on a Grid[/I] except for [I]Moving Diagonally[/I] which i think should cost 1 square rather than 1 1/2 to keep things simple. I like the new [I]Charge [/I]action even though the movement is limited, and i think it should allow you to push rather than attack if you want, like a Bull Rush. I like that Two-Weapon Fighting now allow movement between attacks. I also like the Critical Hits rules of max damage + 1[W]. I thought [I]Short Rest[/I] duration would be more flexible as heard in recent talk. I'm ok with the change to [I]Death Rolls[/I]. [B]Feats: [/B]I like the new [I]Athlete[/I] feat and how it incorporate ability score improvement + skill proficiency. I think [I]Charger[/I] should should let you move all your speed rather than half and allow the normal [I]Charge[/I] action to push.[/FONT] [/QUOTE]
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