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New UA one D&D play test document Dec 1st.
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<blockquote data-quote="WarDriveWorley" data-source="post: 8844857" data-attributes="member: 6704190"><p>I'm going to focus on Aid here a bit. </p><p></p><p>I don't like the change to THP to be frank for the following reasons. Also slight disclaimer, I know that some of the issues I have with it are because of specific rules I use at my table and your table may vary. That's fine. I just want to explain in case my niche case becomes a non-niche case. </p><p></p><ol> <li data-xf-list-type="ol">Since I've talked about my rules I'll start with those. I use the wound system that Studio Agate put out in their<a href="https://www.drivethrurpg.com/product/280610/Fateforge--Players-Guide" target="_blank"> FateForge</a> system. the link brings you to the free player's guide which details this, but as a quick explanation, a character's wound threshold is based on the character's maximum HP total. THP don't add to this. Raising the wound threshold on a character means they're less likely to be incapacitated by a good hit in combat. As a note wounds have created some interesting combat dynamics to the point some characters that aren't really HP oriented (a blaster wizard and an archer ranger) both seriously debated on taking the tough feat. I know I can houserule THP to also affect the wound threshold, but given the mercurial nature of THP it can be somewhat confusing to track. </li> <li data-xf-list-type="ol">Duration: Currently Aid is a "fire and forget" buff. You cast it and it lasts 8 hours with no concentration. If you take damage healing will replenish back up to your new max. The new one is also fire and forget, but it's instantaneous. Once you use those THP they're gone till Aid is cast again. I find this to be a bit of a spell tax in it's "updated" form. </li> <li data-xf-list-type="ol">Stacking: So one of my players is playing a Paladin and will drop heroism on himself. Current rules means that heroism and aid stack. Unless something changes with how THP are handled in DND1 they wouldn't under the updated Aid. That also means that other THP spells like Barkskin either make Aid redundant or situational and I think that ways of getting THP are too prevalent in 5E to add just another one. </li> </ol><p></p><p>Someone had mentioned that this may help ease record keeping, but I don't agree. My group consists of 6 players and myself. 2 of them are brand new (first ever campaign) and none of them have had any issues tracking Aid being cast on them. Now I know that that's not indicative of all players and YTMV, but I feel it's still worth mentioning. </p><p></p><p>Now that said I do like the increase in the amount of targets, but conversely think this may be to offset the lack of "permanent" hp. </p><p></p><p>So yeah I'm definitely not a fan of how it works now.</p></blockquote><p></p>
[QUOTE="WarDriveWorley, post: 8844857, member: 6704190"] I'm going to focus on Aid here a bit. I don't like the change to THP to be frank for the following reasons. Also slight disclaimer, I know that some of the issues I have with it are because of specific rules I use at my table and your table may vary. That's fine. I just want to explain in case my niche case becomes a non-niche case. [LIST=1] [*]Since I've talked about my rules I'll start with those. I use the wound system that Studio Agate put out in their[URL='https://www.drivethrurpg.com/product/280610/Fateforge--Players-Guide'] FateForge[/URL] system. the link brings you to the free player's guide which details this, but as a quick explanation, a character's wound threshold is based on the character's maximum HP total. THP don't add to this. Raising the wound threshold on a character means they're less likely to be incapacitated by a good hit in combat. As a note wounds have created some interesting combat dynamics to the point some characters that aren't really HP oriented (a blaster wizard and an archer ranger) both seriously debated on taking the tough feat. I know I can houserule THP to also affect the wound threshold, but given the mercurial nature of THP it can be somewhat confusing to track. [*]Duration: Currently Aid is a "fire and forget" buff. You cast it and it lasts 8 hours with no concentration. If you take damage healing will replenish back up to your new max. The new one is also fire and forget, but it's instantaneous. Once you use those THP they're gone till Aid is cast again. I find this to be a bit of a spell tax in it's "updated" form. [*]Stacking: So one of my players is playing a Paladin and will drop heroism on himself. Current rules means that heroism and aid stack. Unless something changes with how THP are handled in DND1 they wouldn't under the updated Aid. That also means that other THP spells like Barkskin either make Aid redundant or situational and I think that ways of getting THP are too prevalent in 5E to add just another one. [/LIST] Someone had mentioned that this may help ease record keeping, but I don't agree. My group consists of 6 players and myself. 2 of them are brand new (first ever campaign) and none of them have had any issues tracking Aid being cast on them. Now I know that that's not indicative of all players and YTMV, but I feel it's still worth mentioning. Now that said I do like the increase in the amount of targets, but conversely think this may be to offset the lack of "permanent" hp. So yeah I'm definitely not a fan of how it works now. [/QUOTE]
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