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General Tabletop Discussion
*Dungeons & Dragons
One D&D Expert Classes Playtest Document Is Live
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<blockquote data-quote="Aldarc" data-source="post: 8784874" data-attributes="member: 5142"><p>I came away from reading this playtest document with a lot of mixed feelings. Overall, the mechanical changes are positive. But at the same time, it feels like there is an unneeded level of overcomplication and word bloat.</p><p></p><p>Suggested spells and skills, for example, increase the word count, page space, and feel like it overcrowds a lot of class layout. It's almost senseless repetition to list the three suggested skills and then list them again as part of the class skill list. </p><p></p><p>Why not highlight the suggested skills or put them in a sample starting build? </p><p></p><p>Likewise, a number of feats have about 1-4 abilities that they grant the PC. And with the idea of level prerequisites for feats, class types (e.g., expert, priest, etc.), the game feels like it's adding a lot of extra complication. I suppose my own desire would have been for something that simplified, streamlined, and clarified a lot of the game. While some things are simplifying, it also feels like it's drifting in an opposite direction from many of the "easy to learn" aspects that many have lauded about 5e.</p><p></p><p>To be "that guy" once again, I walked away from reading this playtest document with the sentiment that I can't see how anyone can credibly say that learning another non-5e RPG is that difficult or time consuming, especially if they find it acceptable to learn all these rules and accompanying changes for One D&D. It's a head-scratcher.</p><p></p><p>This feels like a drift to a rules heavier system, and it's at a time when my tastes are drifting in the opposite direction, though not full rules light.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8784874, member: 5142"] I came away from reading this playtest document with a lot of mixed feelings. Overall, the mechanical changes are positive. But at the same time, it feels like there is an unneeded level of overcomplication and word bloat. Suggested spells and skills, for example, increase the word count, page space, and feel like it overcrowds a lot of class layout. It's almost senseless repetition to list the three suggested skills and then list them again as part of the class skill list. Why not highlight the suggested skills or put them in a sample starting build? Likewise, a number of feats have about 1-4 abilities that they grant the PC. And with the idea of level prerequisites for feats, class types (e.g., expert, priest, etc.), the game feels like it's adding a lot of extra complication. I suppose my own desire would have been for something that simplified, streamlined, and clarified a lot of the game. While some things are simplifying, it also feels like it's drifting in an opposite direction from many of the "easy to learn" aspects that many have lauded about 5e. To be "that guy" once again, I walked away from reading this playtest document with the sentiment that I can't see how anyone can credibly say that learning another non-5e RPG is that difficult or time consuming, especially if they find it acceptable to learn all these rules and accompanying changes for One D&D. It's a head-scratcher. This feels like a drift to a rules heavier system, and it's at a time when my tastes are drifting in the opposite direction, though not full rules light. [/QUOTE]
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