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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6014785" data-attributes="member: 54843"><p>At level 2 you get +1 spell prepped, skill training and a domain benefit, and at level 4 you get +1 spell prepped, skill training, a bonus to ability scores, and an extra Channel Divinity per day. Granted, these might not be as exciting as new spell levels, but neither is fighter level 4 or rogue level 3-4. I don't think it's worth reworking the whole spell system over (especially since the cleric Vancian system already confuses me).</p><p></p><p></p><p></p><p>I think this is by design: 5e is largely about making things run quick and smooth, so whereas a lot of powers and bonuses in 3e or 4e required EXTRA rolls (e.g. Spell Resistance), powers in 5e tend to require FEWER rolls (Skill Mastery, poison/charm immunity). Poison/charm immunity is powerful enough to be cool, but it doesn't really change basic strategy much: even if the dwarf only gets Cast-Iron Stomach or a +4 racial bonus to saves vs. poison, it's still a really dumb idea to try to poison one. And of course any DM worth his salt will have a stash of special magical Dwarf Poison just in case the players get too cocky.</p><p></p><p>I also think Stonecutting isn't as bad as you suggest: it just lets you detect your approximate depth and retrace your steps now, not find a new path forward.</p><p></p><p></p><p></p><p>The flavor text here is IN ADDITION TO the mechanical effects of spending willpower: "When your willpower is depleted and your heritage transforms you, you might manifest the personality traits of a dragon, as well as draconic physical traits." It's a suggestion for roleplaying: above and beyond the physical transformations you undergo, your character <strong>might</strong> start to change his attitude and behavior when his Willpower is completely drained.</p><p></p><p></p><p></p><p>Agreed. Personally I'd say it requires herbs that can be found in wooded areas with a good enough Survival check, with lots of DM wiggle room when he has some reason to deny you ("you require monksfoot root, which doesn't grow in these parts - better go back and bargain with that merchant"). It would be nice to have some guidelines on this though.</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>My read is that you can only use it on currently trained skills.</p><p></p><p></p><p></p><p>I think they're trying to make the simple/martial weapon divide represent weapons that peasants would use vs. weapons that knights and soldiers would use. So I agree that crossbows should be simple, but so should bows (since they're used by hunters without any formal military training.)</p><p></p><p></p><p></p><p>Personally I think the draconic sorcerer should get heavy weapon proficiency added, but this is clearly an issue.</p><p></p><p></p><p></p><p>Survival check maybe?</p><p></p><p></p><p></p><p>The duration is so that you can't just cast the spell once in the morning and carry it around until you swing at someone in the afternoon. I think it's pretty perfect: you can cast it before you kick down the door so your first melee attack in the encounter hits hard without taking a round to cast first.</p><p></p><p></p><p></p><p>It takes an action to hide, so sneak attackers can't SA every round. And since they added attacks of opportunity back in, I'm less concerned with sniper ducking behind a wall between shots than I was with melee rogues scurrying around without ever taking a hit. If you want to hit the sniper, ready an action or chase him down.</p><p></p><p></p><p></p><p>I think only with the fighter Tumble maneuver or as a halfling.</p><p></p><p></p><p></p><p>I think they're wise to leave this up to DM interpretation. As DM I might say you have to roll a Str vs Str check to push someone out of their square before moving past, or a Dex vs Dex check with disadvantage to tumble through. But a DM running a narratively-driven, tactics-light game might make it easier to encourage more movement and creative thinking.</p><p></p><p></p><p></p><p>PC healing is limited by HD or daily spells, and you don't get nearly as many HD as 4th-level characters got healing surges. So if your first-level party tries this once, the second attack better finish the job, because they probably won't have any healing left.</p><p></p><p>Now, if the party retreats and takes a long rest, then as DM of course I'd have the monsters regroup and patch up their wounds, bring in reinforcements, etc.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6014785, member: 54843"] At level 2 you get +1 spell prepped, skill training and a domain benefit, and at level 4 you get +1 spell prepped, skill training, a bonus to ability scores, and an extra Channel Divinity per day. Granted, these might not be as exciting as new spell levels, but neither is fighter level 4 or rogue level 3-4. I don't think it's worth reworking the whole spell system over (especially since the cleric Vancian system already confuses me). I think this is by design: 5e is largely about making things run quick and smooth, so whereas a lot of powers and bonuses in 3e or 4e required EXTRA rolls (e.g. Spell Resistance), powers in 5e tend to require FEWER rolls (Skill Mastery, poison/charm immunity). Poison/charm immunity is powerful enough to be cool, but it doesn't really change basic strategy much: even if the dwarf only gets Cast-Iron Stomach or a +4 racial bonus to saves vs. poison, it's still a really dumb idea to try to poison one. And of course any DM worth his salt will have a stash of special magical Dwarf Poison just in case the players get too cocky. I also think Stonecutting isn't as bad as you suggest: it just lets you detect your approximate depth and retrace your steps now, not find a new path forward. The flavor text here is IN ADDITION TO the mechanical effects of spending willpower: "When your willpower is depleted and your heritage transforms you, you might manifest the personality traits of a dragon, as well as draconic physical traits." It's a suggestion for roleplaying: above and beyond the physical transformations you undergo, your character [b]might[/b] start to change his attitude and behavior when his Willpower is completely drained. Agreed. Personally I'd say it requires herbs that can be found in wooded areas with a good enough Survival check, with lots of DM wiggle room when he has some reason to deny you ("you require monksfoot root, which doesn't grow in these parts - better go back and bargain with that merchant"). It would be nice to have some guidelines on this though. Agreed. My read is that you can only use it on currently trained skills. I think they're trying to make the simple/martial weapon divide represent weapons that peasants would use vs. weapons that knights and soldiers would use. So I agree that crossbows should be simple, but so should bows (since they're used by hunters without any formal military training.) Personally I think the draconic sorcerer should get heavy weapon proficiency added, but this is clearly an issue. Survival check maybe? The duration is so that you can't just cast the spell once in the morning and carry it around until you swing at someone in the afternoon. I think it's pretty perfect: you can cast it before you kick down the door so your first melee attack in the encounter hits hard without taking a round to cast first. It takes an action to hide, so sneak attackers can't SA every round. And since they added attacks of opportunity back in, I'm less concerned with sniper ducking behind a wall between shots than I was with melee rogues scurrying around without ever taking a hit. If you want to hit the sniper, ready an action or chase him down. I think only with the fighter Tumble maneuver or as a halfling. I think they're wise to leave this up to DM interpretation. As DM I might say you have to roll a Str vs Str check to push someone out of their square before moving past, or a Dex vs Dex check with disadvantage to tumble through. But a DM running a narratively-driven, tactics-light game might make it easier to encourage more movement and creative thinking. PC healing is limited by HD or daily spells, and you don't get nearly as many HD as 4th-level characters got healing surges. So if your first-level party tries this once, the second attack better finish the job, because they probably won't have any healing left. Now, if the party retreats and takes a long rest, then as DM of course I'd have the monsters regroup and patch up their wounds, bring in reinforcements, etc. [/QUOTE]
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