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October Playtest: Yay or Nay?
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<blockquote data-quote="mlund" data-source="post: 6038945" data-attributes="member: 50304"><p>I'm happy to see an extended maneuvers system and separated wheel-houses for the fighter and the thief. There needs to be some tweaking, obviously, but it is a good path.</p><p></p><p>The spell-casting designs on the cleric and the wizard are much improved. I think channel divinity / turn undead needs to get a bit tweaked, though. An encounter-based treatment like the signature spell for the wizard would be better in this slot, IMO.</p><p></p><p>For the most part, the classes have shaped up well. I think it's the skills and random actions that need work. Use rope shouldn't have made a comeback, for starters. Breaking out perception and using Pursuade instead of Diplomacy were nice removes, though. I'm not a huge fan of adding back two-weapon fighting junk without making it part of a speciality, combat style, or scheme. The core rules that are always on without taking a class or feat option should be nice and simple.</p><p></p><p>The bestiary still needs the same help it needed last week. Also, don't bolt class levels on to monsters explicitly. If you want an up-gunned monster that can have high criticals and use some of those features move them into an elite or solo category and add to their stat blocks. Skip using PC spells with monsters and npcs too. Just detail enough to play and throw-away for he encounter.</p><p></p><p>Some specialties still need work. I'm glad to see the extra Hit Dice feat gone - it was much too powerful. Healing not maximizing hit dice etc. was very good. The DR1 vs. physical attacks is actually terrible. It's way too good against a swarm of trivial foes and worthless against level-appropriate monsters by level 9. Get back to the drawing board.</p><p></p><p>Hit dice and healing will continue to get people in a snit. Personally, I want the slower Hit Point recovery option to be the default assumption - extended rests just restore your hit dice. It would make losing hit dice temporarily (by disease, poison, wounding options, or energy drain) a big hazard too.</p><p></p><p>Dwarves getting advantage vs. poison saves is good. I think they should also only take half damage from poison, and elves should have Advantage to saves vs sleep and charm instead of immunity (or maybe immune to sleep, advantage against charms).</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6038945, member: 50304"] I'm happy to see an extended maneuvers system and separated wheel-houses for the fighter and the thief. There needs to be some tweaking, obviously, but it is a good path. The spell-casting designs on the cleric and the wizard are much improved. I think channel divinity / turn undead needs to get a bit tweaked, though. An encounter-based treatment like the signature spell for the wizard would be better in this slot, IMO. For the most part, the classes have shaped up well. I think it's the skills and random actions that need work. Use rope shouldn't have made a comeback, for starters. Breaking out perception and using Pursuade instead of Diplomacy were nice removes, though. I'm not a huge fan of adding back two-weapon fighting junk without making it part of a speciality, combat style, or scheme. The core rules that are always on without taking a class or feat option should be nice and simple. The bestiary still needs the same help it needed last week. Also, don't bolt class levels on to monsters explicitly. If you want an up-gunned monster that can have high criticals and use some of those features move them into an elite or solo category and add to their stat blocks. Skip using PC spells with monsters and npcs too. Just detail enough to play and throw-away for he encounter. Some specialties still need work. I'm glad to see the extra Hit Dice feat gone - it was much too powerful. Healing not maximizing hit dice etc. was very good. The DR1 vs. physical attacks is actually terrible. It's way too good against a swarm of trivial foes and worthless against level-appropriate monsters by level 9. Get back to the drawing board. Hit dice and healing will continue to get people in a snit. Personally, I want the slower Hit Point recovery option to be the default assumption - extended rests just restore your hit dice. It would make losing hit dice temporarily (by disease, poison, wounding options, or energy drain) a big hazard too. Dwarves getting advantage vs. poison saves is good. I think they should also only take half damage from poison, and elves should have Advantage to saves vs sleep and charm instead of immunity (or maybe immune to sleep, advantage against charms). - Marty Lund [/QUOTE]
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