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*Dungeons & Dragons
October Playtest: Yay or Nay?
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<blockquote data-quote="Rhenny" data-source="post: 6040643" data-attributes="member: 18333"><p>I don't think we can really vote on "Yeah" or "Nay". Each playtest is just throwing out new ideas to see how we respond. Overwhelming negative response is probably just as important for the playtest process as gushing positive responses. Right now it seems as if the designers have a general sense of where the game is going, but they still want to sort ideas to build the game to suit their own goals and also the desires of the community that buys the product and plays the game. This still seems like a brainstorming session, and that's ok.</p><p></p><p>I like the direction the rogue is going, but I eventually want players to have more control over the rogue build. Some rogues should be better strikers/damage dealers, some should be more maneuver oriented, some should be more thugish with higher HD and dirty fighting techniques, some should really be acrobats, con artists, or skill monkeys, but ultimately WoTC has to make it so that individual players get what they desire from that class. So far, from a first reading of the materials, I don't think the schemes do enough to push it into the "cool" category. I never realized until now how complicated this class is. People see it in very different ways. I've always loved playing a rogue, but I've always seen it as a, stealthy skill monkey who can sometimes score a big hit on a nasty monster.</p><p></p><p>I like the direction the Cleric is going with respect to healing and turning undead, but I really liked the way the two different types of clerics in the last playtest used different armor, weapons, etc. I don't like having 1 standard and then just making spells the thing that differentiates them. Turn undead "at will" may be too much, but we'll see. </p><p></p><p>I like the idea of Wizard Traditions, but I think the rules as of now are cumbersome and messy. I'm not really into the 2 spell cap for each level either, and I feel that some cantrips like Mage Hand, Light, Read Magic, Prestidigitation should be at will for all wizards (and they should be able to prepare them in addition to other cantrips, not instead of others).</p><p></p><p>The backgrounds and traditions have some good and some bad. I like most of it, but I'm not sure about the Arcane Magic Specialist and the Divine Magic Specialist. They seem to be written for classes other than Wizards and Clerics so that they can dabble in magic. Giving 1/day cantrips does overlaps too much for the Wizard and the Cleric.</p><p></p><p>The fighter seems to be nearly done in my book.</p><p></p><p>Overall, I'm just going to enjoy playing with the material and giving my feedback.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6040643, member: 18333"] I don't think we can really vote on "Yeah" or "Nay". Each playtest is just throwing out new ideas to see how we respond. Overwhelming negative response is probably just as important for the playtest process as gushing positive responses. Right now it seems as if the designers have a general sense of where the game is going, but they still want to sort ideas to build the game to suit their own goals and also the desires of the community that buys the product and plays the game. This still seems like a brainstorming session, and that's ok. I like the direction the rogue is going, but I eventually want players to have more control over the rogue build. Some rogues should be better strikers/damage dealers, some should be more maneuver oriented, some should be more thugish with higher HD and dirty fighting techniques, some should really be acrobats, con artists, or skill monkeys, but ultimately WoTC has to make it so that individual players get what they desire from that class. So far, from a first reading of the materials, I don't think the schemes do enough to push it into the "cool" category. I never realized until now how complicated this class is. People see it in very different ways. I've always loved playing a rogue, but I've always seen it as a, stealthy skill monkey who can sometimes score a big hit on a nasty monster. I like the direction the Cleric is going with respect to healing and turning undead, but I really liked the way the two different types of clerics in the last playtest used different armor, weapons, etc. I don't like having 1 standard and then just making spells the thing that differentiates them. Turn undead "at will" may be too much, but we'll see. I like the idea of Wizard Traditions, but I think the rules as of now are cumbersome and messy. I'm not really into the 2 spell cap for each level either, and I feel that some cantrips like Mage Hand, Light, Read Magic, Prestidigitation should be at will for all wizards (and they should be able to prepare them in addition to other cantrips, not instead of others). The backgrounds and traditions have some good and some bad. I like most of it, but I'm not sure about the Arcane Magic Specialist and the Divine Magic Specialist. They seem to be written for classes other than Wizards and Clerics so that they can dabble in magic. Giving 1/day cantrips does overlaps too much for the Wizard and the Cleric. The fighter seems to be nearly done in my book. Overall, I'm just going to enjoy playing with the material and giving my feedback. [/QUOTE]
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