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Questions from our sessions (updated for 9/7 session)
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<blockquote data-quote="PinkRose" data-source="post: 5932784" data-attributes="member: 6694492"><p>How was it determined in your previous games? The DM has always decided who gets Surprise.</p><p> </p><p>I don't believe you can share a square. You can move through but you can't stop. However, I like your call.</p><p> </p><p> With Lowlight, the Dwarves and Elf can see in the dark, it's just shadowy.</p><p> </p><p>No. You get 1 reaction per turn. Similar to an Immediate Interrupt from 4e.</p><p> </p><p> Probably should have, "Max duration, 8 hours." </p><p> </p><p> If you hit, then yes, you need to rehide. But Hiding is an Action so you would have to wait until your next turn. We found at first level, there wasn't much use attacking-hiding-attacking for the +1d6. However, you could still use the Sneak attack anytime you have Advantage, so it still adds extra damage during the fight. At 3rd level, it is a great idea to hide-attack-hide-attack, becasue ever other turn you get +3d6 extra damage which is worth skipping every other round.</p><p> </p><p> Good point. We used negative=0.</p><p> </p><p> Healer's Kit had 10 uses. At 1st level, it's 1 use per character. At level 3, the cleric can use 1 use per 7 characters.</p><p> </p><p> Not in these rules. Something that will surely be added as a whole book is actually released. If I had a player that chose not to sleep, I would rule Disadvantage for all rolls until a long rest is taken.</p><p> </p><p> Crusader's Strike allows unholy damage. Moradin may not. </p><p> </p><p> Good question. We didn't add in the Ability modifier because it was already in addition to whatever the cleric's action was.</p><p> </p><p> First, I wouldn't rule javelins as light. Second, the barebones playtest doesn't have TWF added yet. Again, I would look to both attacks at Disadvantage if I had to, but would honestly rule against TWF with Javelins. Mostly becasue if you have the Reaper feat, you could be doing 6 dmg a turn even on a miss no matter what the penalty is.</p><p> </p><p> No rules against firing into Melee or Allies blocking LOS. Those were simplified out of D&D in 4e, and I'm ok with that. Again, you could add them in and give Disadvantage. </p><p> </p><p> That's a whole discussion in and of itself.</p><p> </p><p> My group thought a CRIT could use "something else" as well. But we played with the rules as written.</p><p> </p><p> It may be an at-will that just wasn't chosen for this Pre-gen.</p><p></p><p> Again, I think this is too early in the playtest to worry about. Once Rituals and Full Magic Items rules come out, we'll have our answers for those.</p><p> </p><p> Correct. However, too much is also a problem for some classes. It's also an at-will that was chosen by that Pre-gen. Maybe the next wizard will choose Read Magic instead.</p><p> </p><p></p><p>Again, I think this is too early in the playtest to worry about. Once Rituals and Full Magic Items rules come out, we'll have our answers for those.</p><p>I agree, unless someone can give me a reason for why 1 MpSL is better than 1 hour. However, if we extrapolate using 3e Spell Progression, it would be 180 minutes to memorize 4 spells of each level (lot of assumptions here). So maybe they don't want a level 20 wizard to use all their spells in a day and then get all of them back with just 60 minutes of studying the next.</p><p> </p><p> I think I understand what you are asking. How is it different than Shocking Grasp? How is it different than 4e at-wills? </p><p> </p><p> Reactions do not change your initiative. I would say Readied actions don't change your initiative either. If a player wants to delay their turn until the orc moves up, then attacks right after the orc, I would let them, because it didn't grant them any more extra actions. Just used their original action later in the turn.</p><p> </p><p> We didn't have the same experience. I was able to take down a fighter and nearly the wizard and various other damage. AC felt just right for me.</p><p></p><p> Again, too early in the playtest to be concerned. If these are in the final playtest, then I would bring it up. As it is now, there are no rules for flanking or OAs or facing. I assume this comes from your AC issues so it wasn't an issue for my group. Also, Kobolds already have mass combat rules built in. As do the Rats.</p><p> </p><p> Contest. Opposed Strength checks.</p><p> </p><p>Yes. We thought this was overpowered.</p><p></p><p>Great questions. I hope I offered some insight.</p><p>As always, My opinions are not wrong, they are just mine.</p></blockquote><p></p>
[QUOTE="PinkRose, post: 5932784, member: 6694492"] How was it determined in your previous games? The DM has always decided who gets Surprise. I don't believe you can share a square. You can move through but you can't stop. However, I like your call. With Lowlight, the Dwarves and Elf can see in the dark, it's just shadowy. No. You get 1 reaction per turn. Similar to an Immediate Interrupt from 4e. Probably should have, "Max duration, 8 hours." If you hit, then yes, you need to rehide. But Hiding is an Action so you would have to wait until your next turn. We found at first level, there wasn't much use attacking-hiding-attacking for the +1d6. However, you could still use the Sneak attack anytime you have Advantage, so it still adds extra damage during the fight. At 3rd level, it is a great idea to hide-attack-hide-attack, becasue ever other turn you get +3d6 extra damage which is worth skipping every other round. Good point. We used negative=0. Healer's Kit had 10 uses. At 1st level, it's 1 use per character. At level 3, the cleric can use 1 use per 7 characters. Not in these rules. Something that will surely be added as a whole book is actually released. If I had a player that chose not to sleep, I would rule Disadvantage for all rolls until a long rest is taken. Crusader's Strike allows unholy damage. Moradin may not. Good question. We didn't add in the Ability modifier because it was already in addition to whatever the cleric's action was. First, I wouldn't rule javelins as light. Second, the barebones playtest doesn't have TWF added yet. Again, I would look to both attacks at Disadvantage if I had to, but would honestly rule against TWF with Javelins. Mostly becasue if you have the Reaper feat, you could be doing 6 dmg a turn even on a miss no matter what the penalty is. No rules against firing into Melee or Allies blocking LOS. Those were simplified out of D&D in 4e, and I'm ok with that. Again, you could add them in and give Disadvantage. That's a whole discussion in and of itself. My group thought a CRIT could use "something else" as well. But we played with the rules as written. It may be an at-will that just wasn't chosen for this Pre-gen. Again, I think this is too early in the playtest to worry about. Once Rituals and Full Magic Items rules come out, we'll have our answers for those. Correct. However, too much is also a problem for some classes. It's also an at-will that was chosen by that Pre-gen. Maybe the next wizard will choose Read Magic instead. Again, I think this is too early in the playtest to worry about. Once Rituals and Full Magic Items rules come out, we'll have our answers for those. I agree, unless someone can give me a reason for why 1 MpSL is better than 1 hour. However, if we extrapolate using 3e Spell Progression, it would be 180 minutes to memorize 4 spells of each level (lot of assumptions here). So maybe they don't want a level 20 wizard to use all their spells in a day and then get all of them back with just 60 minutes of studying the next. I think I understand what you are asking. How is it different than Shocking Grasp? How is it different than 4e at-wills? Reactions do not change your initiative. I would say Readied actions don't change your initiative either. If a player wants to delay their turn until the orc moves up, then attacks right after the orc, I would let them, because it didn't grant them any more extra actions. Just used their original action later in the turn. We didn't have the same experience. I was able to take down a fighter and nearly the wizard and various other damage. AC felt just right for me. Again, too early in the playtest to be concerned. If these are in the final playtest, then I would bring it up. As it is now, there are no rules for flanking or OAs or facing. I assume this comes from your AC issues so it wasn't an issue for my group. Also, Kobolds already have mass combat rules built in. As do the Rats. Contest. Opposed Strength checks. Yes. We thought this was overpowered. Great questions. I hope I offered some insight. As always, My opinions are not wrong, they are just mine. [/QUOTE]
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