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<blockquote data-quote="howandwhy99" data-source="post: 5964380" data-attributes="member: 3192"><p>We got a second playtest in this past Friday. There were a few more remarks by players on what they liked and didn't like. </p><p></p><p>1. Of the pre-gen characters, all of the minor spells available to other casters are better than the only minor spell available to the Moradin cleric. That would be <em>Death Ward</em>.</p><p></p><p>2. As a DM I dislike knowledge skills and abilities. The Sage background with all Lore skills and the Researcher feat are essentially making the memory (and therefore strategic) aspect of the game irrelevant.</p><p></p><p>3. AC and HP of the PCs are far too high compared to their standard opponents. Every once in awhile they run into a "Boss Monster" who has 10x as many HP as their underlings and it makes the whole setting comical and like traditional videogame level design rather than generative or, well, any other kind of design desired.</p><p></p><p>4. As the game stands, when everyone has optional full cover and the basic option of attacking during any part of their move then all targets quickly become unavailable. For cover a player could take 1/2, 3/4 (they move further around the corner, crouch, etc.) or full. With Move-Attack-Move it behooves one to take full and then pop out only on their turn. When everyone is only popping out on their turn because full cover is available to all, then none of the creatures can be targeted. Due to single initiative every one is hidden whenever anyone pops out.</p><p>- I believe it's possible to be out of cover and set a Reaction to fire at the first visible opponent and also move action into full cover. That's one way around this, but I'm not sure it's very obvious.</p><p></p><p>5. Dodge declarations for the PCs (who already have ungodly high ACs) make them night unhittable. They can pretty much do the Dodge Dance in front of every enemy and they can't hit without a natural 20. Please lower ACs, but perhaps you could lower this too? +2 or +3?</p><p></p><p>6. The Thief has Skill Mastery. This was considered bad design as any traps DCs would simply be automatic for DC: 10+mod and below. This undercuts Adventure Design rules by offering challenges that cannot be failed at (i.e. not challenges at all). 3.x say "Taking 10" can only be done when no negative effects are possible upon a failure and trap searching was specifically denied. As it stands it simply means the average trap DCs will be inflated making all other classes irrelevant, if they wish to try.</p><p></p><p>7. The players enjoyed having so many different spells they could cast at 1st level as well as the frequency at which they could cast spells.</p><p></p><p>8. It was mentioned that casters should be linear in their advancement progression and not quadratic... as the popular saying goes.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5964380, member: 3192"] We got a second playtest in this past Friday. There were a few more remarks by players on what they liked and didn't like. 1. Of the pre-gen characters, all of the minor spells available to other casters are better than the only minor spell available to the Moradin cleric. That would be [I]Death Ward[/I]. 2. As a DM I dislike knowledge skills and abilities. The Sage background with all Lore skills and the Researcher feat are essentially making the memory (and therefore strategic) aspect of the game irrelevant. 3. AC and HP of the PCs are far too high compared to their standard opponents. Every once in awhile they run into a "Boss Monster" who has 10x as many HP as their underlings and it makes the whole setting comical and like traditional videogame level design rather than generative or, well, any other kind of design desired. 4. As the game stands, when everyone has optional full cover and the basic option of attacking during any part of their move then all targets quickly become unavailable. For cover a player could take 1/2, 3/4 (they move further around the corner, crouch, etc.) or full. With Move-Attack-Move it behooves one to take full and then pop out only on their turn. When everyone is only popping out on their turn because full cover is available to all, then none of the creatures can be targeted. Due to single initiative every one is hidden whenever anyone pops out. - I believe it's possible to be out of cover and set a Reaction to fire at the first visible opponent and also move action into full cover. That's one way around this, but I'm not sure it's very obvious. 5. Dodge declarations for the PCs (who already have ungodly high ACs) make them night unhittable. They can pretty much do the Dodge Dance in front of every enemy and they can't hit without a natural 20. Please lower ACs, but perhaps you could lower this too? +2 or +3? 6. The Thief has Skill Mastery. This was considered bad design as any traps DCs would simply be automatic for DC: 10+mod and below. This undercuts Adventure Design rules by offering challenges that cannot be failed at (i.e. not challenges at all). 3.x say "Taking 10" can only be done when no negative effects are possible upon a failure and trap searching was specifically denied. As it stands it simply means the average trap DCs will be inflated making all other classes irrelevant, if they wish to try. 7. The players enjoyed having so many different spells they could cast at 1st level as well as the frequency at which they could cast spells. 8. It was mentioned that casters should be linear in their advancement progression and not quadratic... as the popular saying goes. [/QUOTE]
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