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New One D&D Playtest Shows Us The New Druid & Paladin
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<blockquote data-quote="Kobold Stew" data-source="post: 8947235" data-attributes="member: 23484"><p>This is a breathless sentence, with a whole lot bubbling beneath the surface. If I understand you correctly, though, there are two points being made:</p><p></p><p>a. the loss of the playtest jump rules. That wasn't mentioned in the post of mine you are quoting. I myself liked the Jump action in the Cleric pack, but we're told they are being re-worked, not that they've abandoned the idea, and there is no indication they are "doubling down" on the 2014 jump rules. </p><p></p><p>I am astounded at how much energy gets devoted to jumping in this game. It really doesn't come up in games I play, and there are many, many movement related problems that seem to me more urgent. </p><p></p><p>and</p><p>b. something about the recovery system, which I honestly cannot disentangle. The post you mention came after the one of mine that I quote, so I think I'm safe in not having answered it. But yes, there are indications of a recovery system that impacts some classes, which we have not seen the final versions of. You may be right that it's a concern, but we don't have enough evidence to be sure at this point. </p><p></p><p>I don't see either of these points as concerns about the Glossary itself or about doubling down on 2014-style play.</p><p></p><p>I do not see indications that anyone is saying other things do not need improvement. </p><p></p><p>There are always going to be rules individuals don't like -- I thought the aardlings were a great idea, but they're now definitively gone. Win some, lose some. But I certainly see changes that align with some of the feedback I have given (which I take to mean that my concerns were shared widely enough to be noticed), and the changes we're seeing in the Glossary are in many cases substantive.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8947235, member: 23484"] This is a breathless sentence, with a whole lot bubbling beneath the surface. If I understand you correctly, though, there are two points being made: a. the loss of the playtest jump rules. That wasn't mentioned in the post of mine you are quoting. I myself liked the Jump action in the Cleric pack, but we're told they are being re-worked, not that they've abandoned the idea, and there is no indication they are "doubling down" on the 2014 jump rules. I am astounded at how much energy gets devoted to jumping in this game. It really doesn't come up in games I play, and there are many, many movement related problems that seem to me more urgent. and b. something about the recovery system, which I honestly cannot disentangle. The post you mention came after the one of mine that I quote, so I think I'm safe in not having answered it. But yes, there are indications of a recovery system that impacts some classes, which we have not seen the final versions of. You may be right that it's a concern, but we don't have enough evidence to be sure at this point. I don't see either of these points as concerns about the Glossary itself or about doubling down on 2014-style play. I do not see indications that anyone is saying other things do not need improvement. There are always going to be rules individuals don't like -- I thought the aardlings were a great idea, but they're now definitively gone. Win some, lose some. But I certainly see changes that align with some of the feedback I have given (which I take to mean that my concerns were shared widely enough to be noticed), and the changes we're seeing in the Glossary are in many cases substantive. [/QUOTE]
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