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New D&D Next Playtest package is up (19/9/2013) [merged threads]
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<blockquote data-quote="Szatany" data-source="post: 6185588" data-attributes="member: 21178"><p>I'm reading through the packet right now and here's some issues I still have with the rules. I'll begin with races:</p><p></p><p>- I don't like that advantage on rolls is granted left and right. It should be left as a DM's tool, for situational modifiers only (or mostly). Definitely not for characters to rely on. For example, dwarven resilience should give proficiency bonus to saves against poison, not advantage on rolls. Same with stonecunning, keen senses, fey ancestry, brave, stout resilience, gnome cunning, artificer's lore, menacing</p><p></p><p>- I also dislike immunities, like kender's fearless. At the very least reword them like this:</p><p>Fearless: You fail saving throws against effects that frighten only on a natural roll of 1.</p><p>That way you still have ability that's mostly as powerful as it was, but that tiny chance of failure doesn't reduce the tension you'd otherwise have during a climax battle etc.</p><p></p><p>- Racial weapon training abilities. Makes little sense that every single dwarf/elf etc. knows how to use same few weapons, even if he or she wasn't raised by his/her people. Also useless ability for martial classes. Even an option to take a single language or tool proficiency instead would be welcome.</p><p></p><p>- Mountain dwarf's armor mastery: meh, I'd prefer something more flavorful.</p><p></p><p>- maybe no race should automatically know how to read and write but it's a minor issue. An option to choose another language instead of literacy would be fine for worlds with low level of civilization.</p><p></p><p>- humans: hated how they are presented since day one. And it seems most people agree with me. Not gonna say anything else, there were already plenty of ideas shown on this boards how to change them.</p><p></p><p>- dragonborn - it's very weird you can dodge a lightning but you can't dodge a spray of liquid (green dragon poison has Con save)</p><p></p><p>- rock gnome's abilities make it look like a class more than a race.</p><p></p><p>- half-elf: very boring, but it's a elf-human hybrid so maybe that's ok that he has nothing unique.</p><p></p><p>- half-orc. Very bland. Make STR+1 and give him something interesting.</p><p></p><p>- Warforged - i don't like magical robots as characters. If they were magical cyborgs, with bits of flesh still inside and thus more vulnerable to things all other players are vulnerable to, I'd be more ok with them.</p></blockquote><p></p>
[QUOTE="Szatany, post: 6185588, member: 21178"] I'm reading through the packet right now and here's some issues I still have with the rules. I'll begin with races: - I don't like that advantage on rolls is granted left and right. It should be left as a DM's tool, for situational modifiers only (or mostly). Definitely not for characters to rely on. For example, dwarven resilience should give proficiency bonus to saves against poison, not advantage on rolls. Same with stonecunning, keen senses, fey ancestry, brave, stout resilience, gnome cunning, artificer's lore, menacing - I also dislike immunities, like kender's fearless. At the very least reword them like this: Fearless: You fail saving throws against effects that frighten only on a natural roll of 1. That way you still have ability that's mostly as powerful as it was, but that tiny chance of failure doesn't reduce the tension you'd otherwise have during a climax battle etc. - Racial weapon training abilities. Makes little sense that every single dwarf/elf etc. knows how to use same few weapons, even if he or she wasn't raised by his/her people. Also useless ability for martial classes. Even an option to take a single language or tool proficiency instead would be welcome. - Mountain dwarf's armor mastery: meh, I'd prefer something more flavorful. - maybe no race should automatically know how to read and write but it's a minor issue. An option to choose another language instead of literacy would be fine for worlds with low level of civilization. - humans: hated how they are presented since day one. And it seems most people agree with me. Not gonna say anything else, there were already plenty of ideas shown on this boards how to change them. - dragonborn - it's very weird you can dodge a lightning but you can't dodge a spray of liquid (green dragon poison has Con save) - rock gnome's abilities make it look like a class more than a race. - half-elf: very boring, but it's a elf-human hybrid so maybe that's ok that he has nothing unique. - half-orc. Very bland. Make STR+1 and give him something interesting. - Warforged - i don't like magical robots as characters. If they were magical cyborgs, with bits of flesh still inside and thus more vulnerable to things all other players are vulnerable to, I'd be more ok with them. [/QUOTE]
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New D&D Next Playtest package is up (19/9/2013) [merged threads]
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