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October Playtest: Yay or Nay?
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<blockquote data-quote="Thalain" data-source="post: 6039256" data-attributes="member: 6690749"><p>I'm generally disappointed. The fighter gets significant options as does the Rogue, but the magical classes got severely nerfed. The current fighter and rogue would go well with the first spell progression for the casters or the original ones without all these bonuses would have gone along with the new, weak casters (although this would have been truly weak heroes in terms of what D&D is used to).</p><p></p><p>A signature spell (of 2nd level or lower unless it's a scalable combat spell) and a few weak 0-level or 1st level at will ones don't compensate for a versatile caster with many strategic options. "I'm going to cast Thunderwave for the 9th time today and then you guys can do what you want for the next 10 minutes because I'm going to do a laughable 1d6+2 at best whereas our fighters do 4d10+6".</p><p></p><p>I've already had my reservations against the flat system before it was even fleshed out in numbers, but I was willing to give it a try. As it stands now, I'd rather integrate some of the better feats (skill mastery, anyone?) and rules (advantage/disadvantage) into a good 3.5 or PF setting than actually play a "real" Next game.</p></blockquote><p></p>
[QUOTE="Thalain, post: 6039256, member: 6690749"] I'm generally disappointed. The fighter gets significant options as does the Rogue, but the magical classes got severely nerfed. The current fighter and rogue would go well with the first spell progression for the casters or the original ones without all these bonuses would have gone along with the new, weak casters (although this would have been truly weak heroes in terms of what D&D is used to). A signature spell (of 2nd level or lower unless it's a scalable combat spell) and a few weak 0-level or 1st level at will ones don't compensate for a versatile caster with many strategic options. "I'm going to cast Thunderwave for the 9th time today and then you guys can do what you want for the next 10 minutes because I'm going to do a laughable 1d6+2 at best whereas our fighters do 4d10+6". I've already had my reservations against the flat system before it was even fleshed out in numbers, but I was willing to give it a try. As it stands now, I'd rather integrate some of the better feats (skill mastery, anyone?) and rules (advantage/disadvantage) into a good 3.5 or PF setting than actually play a "real" Next game. [/QUOTE]
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