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<blockquote data-quote="TheFindus" data-source="post: 6326934" data-attributes="member: 75791"><p><strong>I am underwhelmed</strong></p><p></p><p>I read the rules and I am truly underwhelmed. This ruleset looks and feels really old-fashioned to me. We are back to almost 30% of the rules containing spells as class features for the wizard and the cleric only. Spells are walls of text again with fluff caked into the spell description (why is it important to spend ink on the fact that the ray of disintegrate is green or the beam of light from delayed blast fireball is yellow for example?). A look at the cleric advancement table with the spell progression list makes me want to cry (and not with joy).</p><p>HP are really low, even at 2nd level one or two only halfway decent hits will kill a wizard or a rogue. Hit dice recovery is very low at best because a short rest is one hour. My hero will need a really good reason to walk into a dungeon and come out alive.</p><p>We have spell components again, which I have definitely not waited for, really. </p><p>Minor unbelievabilities: a rogue's sneak attack works only with ranged and finesse weapons (you cannot sneak with a club or a handaxe or a longsword?) and the protection fighting style is for shield users only. Is this what D&D considers tactical options these days? Oh my.</p><p></p><p>So, this ruleset is something I have played a long long time ago back in the early 90s and feels like that, too. Been there, done that. Man, am I dissapointed. I kind of understand the bow to the old-fashioned folks. But this? It is definitely not for me. Those who like this sort of stuff: enjoy.</p></blockquote><p></p>
[QUOTE="TheFindus, post: 6326934, member: 75791"] [b]I am underwhelmed[/b] I read the rules and I am truly underwhelmed. This ruleset looks and feels really old-fashioned to me. We are back to almost 30% of the rules containing spells as class features for the wizard and the cleric only. Spells are walls of text again with fluff caked into the spell description (why is it important to spend ink on the fact that the ray of disintegrate is green or the beam of light from delayed blast fireball is yellow for example?). A look at the cleric advancement table with the spell progression list makes me want to cry (and not with joy). HP are really low, even at 2nd level one or two only halfway decent hits will kill a wizard or a rogue. Hit dice recovery is very low at best because a short rest is one hour. My hero will need a really good reason to walk into a dungeon and come out alive. We have spell components again, which I have definitely not waited for, really. Minor unbelievabilities: a rogue's sneak attack works only with ranged and finesse weapons (you cannot sneak with a club or a handaxe or a longsword?) and the protection fighting style is for shield users only. Is this what D&D considers tactical options these days? Oh my. So, this ruleset is something I have played a long long time ago back in the early 90s and feels like that, too. Been there, done that. Man, am I dissapointed. I kind of understand the bow to the old-fashioned folks. But this? It is definitely not for me. Those who like this sort of stuff: enjoy. [/QUOTE]
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