thecasualoblivion
First Post
Backgrounds
1. I'm ok with the listed Backgrounds. More would be nice, but no objections.
2. Noticable lack of physical skills combined with too many lores.
Bestiary
1. Boring sacks of HP
2. Encounter Building/XP: more on this later4
Character Creation
1. "Normally, you generate those numbers(your stats) by rolling dice."--kill it with fire
2. No point buy option
3. Not enthused about seeing 9 alignments back
Classes
1. Cleric--stuck being healbot and buffbot again, looks like they forgot all that was good about the Leader role in 4E. Most buffs and heals take your action, and things like Healing Word that don't aren't really worth using. 1/day Channel Divinity heal doesn't go very far. Mediocre advancement of offensive stats leads me to expect general mediocrity at higher levels, outside of healing and buffing.
2. Fighter--Combat Superiority thouroughly underwhelming. Very little of it seems better than just taking the damage from Deadly Strike. Passing on damage to do things off turn is too much of a gamble, and only Knock Down and and Shift really seem worth the trouble. Unhappy on being limited to affecting monsters of a certain size or less. Boring and spammy overall.
3. Rogue--Sneak Attack damage is improved if its going to be an every other turn deal, overpowered if it isn't. Rogue shouldn't be this fragile, shouldn't have to avoid melee, and should be able to function in combat better. The gap between Rogue and non-Rogue when it comes to skills is too much.
4. Wizard--Spell DCs scaling up brings back horrible memories of 3E. Still hate Vancian Magic with a passion, both the per-day part of it and the memorize/forget and having to memorize things twice to cast them twice part.
DM Guidelines
1. Overall too much Mother May I.
2. Building Combat Encounters/Adventures--Where to start? The xp table makes it seems like you gain a level each "adventuring day". They said in blogs that the "adventuring day" would mean something concrete, but that is out the window here. The guidelines here make 3E's CR system look sensible.
Equipment
1. GP cost for armor seems rather arbitrary.'
2. At +1 to AC, a Shield hardly seems worth it.
3. I really miss Longbow and Shortbow dealing better damage.
4. Not really much to the weapon list, but I'm ok with that suprisingly.
How to Play
1. Advantage/Disadvantage still coated in Mother May I
2. Rules for taking an action an unnecessary and clunky obfuscation of Move/Minor/Standard
3. Resting and Healing--No rules for more heroic/cinematic healing, aka making healing an encounter based resource. Options to slow it down but not to speed it up.
Races
1. Dwarf/Elf/Halfling don't do a lot, racial abilities mostly lackluster
3. +1 to all stats and +2 to one is better than what other races get to the point where non-humans might as well not exist
Specialties
1. Seriously incomplete list here. Not enough for a real game.
2. Feats seem to have gone from doing more than 3E/4E feats to doing less and having little point at all between the first and second playtests.
3. Healer specialty all but required, its too good not to have.
4. Guardian Specialty a joke compared to the 4E Defender role
5. Jack of All trades really isn't worth spending your Specialty on it.
6. Survivor specialty not as bad as 3E Toughness, but in the long run still a trap choice. Made worse by the fact that its the only listed specialty worth taking for the 5E Fighter.
Spells
1. Compared to AD&D/3E spells, man did these get nerfed hardcore.
2. The change to the HP threshold for Save or Suck spells is an unwelcome one.
Overall
1. Game is rather boring compared to 3E and 4E. The flavor of the game has been watered down from high powered fantasy into just off the farm mundanity.
2. HP way too low. 1st level PCs shouldn't be in danger of going down in one hit. Not looking forward to having to start at higher levels to avoid a situation I despise.
3. Very little tactical depth. Generally, there are only ever three options--Fight, "Make Stuff Up" and run away.
4. Not only is this something I wouldn't play over 4E, its not something I would play over 2E if I wanted to go "Old School". I don't even see how this could be fixed to work for me. On top of that, it makes me nostalgic for 3E even, which given my hatred of that edition I didn't even think was possible.
1. I'm ok with the listed Backgrounds. More would be nice, but no objections.
2. Noticable lack of physical skills combined with too many lores.
Bestiary
1. Boring sacks of HP
2. Encounter Building/XP: more on this later4
Character Creation
1. "Normally, you generate those numbers(your stats) by rolling dice."--kill it with fire
2. No point buy option
3. Not enthused about seeing 9 alignments back
Classes
1. Cleric--stuck being healbot and buffbot again, looks like they forgot all that was good about the Leader role in 4E. Most buffs and heals take your action, and things like Healing Word that don't aren't really worth using. 1/day Channel Divinity heal doesn't go very far. Mediocre advancement of offensive stats leads me to expect general mediocrity at higher levels, outside of healing and buffing.
2. Fighter--Combat Superiority thouroughly underwhelming. Very little of it seems better than just taking the damage from Deadly Strike. Passing on damage to do things off turn is too much of a gamble, and only Knock Down and and Shift really seem worth the trouble. Unhappy on being limited to affecting monsters of a certain size or less. Boring and spammy overall.
3. Rogue--Sneak Attack damage is improved if its going to be an every other turn deal, overpowered if it isn't. Rogue shouldn't be this fragile, shouldn't have to avoid melee, and should be able to function in combat better. The gap between Rogue and non-Rogue when it comes to skills is too much.
4. Wizard--Spell DCs scaling up brings back horrible memories of 3E. Still hate Vancian Magic with a passion, both the per-day part of it and the memorize/forget and having to memorize things twice to cast them twice part.
DM Guidelines
1. Overall too much Mother May I.
2. Building Combat Encounters/Adventures--Where to start? The xp table makes it seems like you gain a level each "adventuring day". They said in blogs that the "adventuring day" would mean something concrete, but that is out the window here. The guidelines here make 3E's CR system look sensible.
Equipment
1. GP cost for armor seems rather arbitrary.'
2. At +1 to AC, a Shield hardly seems worth it.
3. I really miss Longbow and Shortbow dealing better damage.
4. Not really much to the weapon list, but I'm ok with that suprisingly.
How to Play
1. Advantage/Disadvantage still coated in Mother May I
2. Rules for taking an action an unnecessary and clunky obfuscation of Move/Minor/Standard
3. Resting and Healing--No rules for more heroic/cinematic healing, aka making healing an encounter based resource. Options to slow it down but not to speed it up.
Races
1. Dwarf/Elf/Halfling don't do a lot, racial abilities mostly lackluster
3. +1 to all stats and +2 to one is better than what other races get to the point where non-humans might as well not exist
Specialties
1. Seriously incomplete list here. Not enough for a real game.
2. Feats seem to have gone from doing more than 3E/4E feats to doing less and having little point at all between the first and second playtests.
3. Healer specialty all but required, its too good not to have.
4. Guardian Specialty a joke compared to the 4E Defender role
5. Jack of All trades really isn't worth spending your Specialty on it.
6. Survivor specialty not as bad as 3E Toughness, but in the long run still a trap choice. Made worse by the fact that its the only listed specialty worth taking for the 5E Fighter.
Spells
1. Compared to AD&D/3E spells, man did these get nerfed hardcore.
2. The change to the HP threshold for Save or Suck spells is an unwelcome one.
Overall
1. Game is rather boring compared to 3E and 4E. The flavor of the game has been watered down from high powered fantasy into just off the farm mundanity.
2. HP way too low. 1st level PCs shouldn't be in danger of going down in one hit. Not looking forward to having to start at higher levels to avoid a situation I despise.
3. Very little tactical depth. Generally, there are only ever three options--Fight, "Make Stuff Up" and run away.
4. Not only is this something I wouldn't play over 4E, its not something I would play over 2E if I wanted to go "Old School". I don't even see how this could be fixed to work for me. On top of that, it makes me nostalgic for 3E even, which given my hatred of that edition I didn't even think was possible.