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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5934624" data-attributes="member: 9249"><p>No, this <strong>is</strong> the point. This is the point entirely. This is a public playtest and we've had the rules for two weeks and we've played with them-- hopefully, this being a playtest, we've all been playing them straight so our feedback is based on what we are actually supposed to be testing.</p><p></p><p>But the rules are going to change based on our feedback. That's what this thread is for. It's not a 'wish list' of features we want, that may or may not be possible, or for dealbreakers. This is us taking the material we have been given to test and, having tested it, making our recommendations.</p><p></p><p></p><p></p><p>I don't like it. I'm usually the DM, and I like to roll dice too. I'm just trying to even out the effects of the Intoxicated condition so that it always has drawbacks.</p><p></p><p>That, and I really like the idea someone-- I'm sorry I forgot whom-- came up with that casting spells should always require a casting roll and casting time depends on how many times you have to roll before you succeed. (You don't actually spend the slot until you succeed or give up.) Not very old-school, but very good at bringing back the AD&D feeling of having your spells interrupted. (Especially if your casting roll is Disadvantaged if you've taken damage since the end of your last turn.) And it makes the Wizard roll dice like the rest of us mere mortals.</p><p></p><p>But that's a bigger kind of feature than I want to talk about in this thread. I hope someone Wizards picks it up and runs with it, but this thread is about the little stuff.</p><p></p><p></p><p></p><p>I could go for no additional missiles as a cantrip. Gives the Elf a good reason to carry a bow.</p><p></p><p>I'm actually wondering if maybe ranged spell attacks shouldn't use Dexterity to attack like they did in 3.X. I don't like SAD.</p><p></p><p></p><p></p><p>I just virulently, violently hate the idea that wearing certain kinds of armors renders your Dexterity irrelevant. It's a major verisimilitude issue for me. I can accept that someone with a high enough Dexterity might be better off without armor most of the time, but unless you are immobilized, higher Dexterity should <strong>always</strong> make you harder to hit.</p><p></p><p></p><p></p><p>Two Surges per encounter is too much. It would have to be reduced to one, but I like it.</p><p></p><p>And in AD&D, Clerics could turn once per battle.</p><p></p><p></p><p></p><p>Not sure Humans need a racial power, if the math on their ability scores checks. I like lucky Halflings. Also, giving them rerolls isn't a bad idea, but giving them retroactive Advantage might be-- a lot of effects trigger on Advantage that shouldn't on rerolling a missed attack.</p><p></p><p></p><p></p><p>People on Dragonsfoot are complaining about the starting hit points. It's been pointed out that Mr. Gygax used to start his games at 3rd level to avoid the whole one-hit-wonder phenomenon with PCs.</p><p></p><p>I do not like rolled hit points <strong>at all</strong>. I would rather see flat value by class plus Con mod at each level (including first) plus Constitution score. If that's too many hit points, it's not difficult to adjust damage values.</p><p></p><p></p><p></p><p>Yes, this. I'm actually hoping the Fighter gets quite a few more combat options under the rules-- starting at 1st level and continuing through his career. Giving him an edge for improvising in combat would also be a major help.</p><p></p><p></p><p></p><p>I've already argued against this on some of the many Reaper threads already. The problem is, Reaper isn't just an auto-kill against mooks-- which is useless since you almost always hit mooks anyway-- it's also reliable damage. Which is good when fighting spellcasters, assuming some kind of spell disruption rule.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5934624, member: 9249"] No, this [b]is[/b] the point. This is the point entirely. This is a public playtest and we've had the rules for two weeks and we've played with them-- hopefully, this being a playtest, we've all been playing them straight so our feedback is based on what we are actually supposed to be testing. But the rules are going to change based on our feedback. That's what this thread is for. It's not a 'wish list' of features we want, that may or may not be possible, or for dealbreakers. This is us taking the material we have been given to test and, having tested it, making our recommendations. I don't like it. I'm usually the DM, and I like to roll dice too. I'm just trying to even out the effects of the Intoxicated condition so that it always has drawbacks. That, and I really like the idea someone-- I'm sorry I forgot whom-- came up with that casting spells should always require a casting roll and casting time depends on how many times you have to roll before you succeed. (You don't actually spend the slot until you succeed or give up.) Not very old-school, but very good at bringing back the AD&D feeling of having your spells interrupted. (Especially if your casting roll is Disadvantaged if you've taken damage since the end of your last turn.) And it makes the Wizard roll dice like the rest of us mere mortals. But that's a bigger kind of feature than I want to talk about in this thread. I hope someone Wizards picks it up and runs with it, but this thread is about the little stuff. I could go for no additional missiles as a cantrip. Gives the Elf a good reason to carry a bow. I'm actually wondering if maybe ranged spell attacks shouldn't use Dexterity to attack like they did in 3.X. I don't like SAD. I just virulently, violently hate the idea that wearing certain kinds of armors renders your Dexterity irrelevant. It's a major verisimilitude issue for me. I can accept that someone with a high enough Dexterity might be better off without armor most of the time, but unless you are immobilized, higher Dexterity should [b]always[/b] make you harder to hit. Two Surges per encounter is too much. It would have to be reduced to one, but I like it. And in AD&D, Clerics could turn once per battle. Not sure Humans need a racial power, if the math on their ability scores checks. I like lucky Halflings. Also, giving them rerolls isn't a bad idea, but giving them retroactive Advantage might be-- a lot of effects trigger on Advantage that shouldn't on rerolling a missed attack. People on Dragonsfoot are complaining about the starting hit points. It's been pointed out that Mr. Gygax used to start his games at 3rd level to avoid the whole one-hit-wonder phenomenon with PCs. I do not like rolled hit points [b]at all[/b]. I would rather see flat value by class plus Con mod at each level (including first) plus Constitution score. If that's too many hit points, it's not difficult to adjust damage values. Yes, this. I'm actually hoping the Fighter gets quite a few more combat options under the rules-- starting at 1st level and continuing through his career. Giving him an edge for improvising in combat would also be a major help. I've already argued against this on some of the many Reaper threads already. The problem is, Reaper isn't just an auto-kill against mooks-- which is useless since you almost always hit mooks anyway-- it's also reliable damage. Which is good when fighting spellcasters, assuming some kind of spell disruption rule. [/QUOTE]
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