Quick Playtest Report

Two quick thoughts:

1. I don't think the rogue is really meant to be getting advantage every round. That would put his damage much closer to the fighter's. My sense is that the rogue should be average damage with a few spikes rewarding creative play or taking the time to hide. I think the idea that the rogue should always be doing huge damage is a holdover from 4e that doesn't apply here.

2. The front sheet of the Bestiary specifically says that it doesn't match the adventure in some cases. Not sure why they did that, but there it is.
 

log in or register to remove this ad

I would suggest giving the rogue advantage on his stealth checks rather than giving the orcs disadvantage on their listen checks.

An interesting idea.... on a gut level, it feels like that would really swing the results -- make it more likely the rogue would get caught.

Take a look at the numbers here:
Advantage and Disadvantage in D&D Next: The Math | Online Dungeon Master

Situation 1: (orcs get disadvantage)
Rogue using stealth gets a 16 minimum stealth check. Orcs (with -2 from wisdom) need to roll 18 or better. With Disadvantage, they have a 2.25 % chance of success (worse that if they had to roll a 20 on one die).

Situation 2: (rogue gets advantage)
Rogue using stealth gets an average 18 stealth check. Orcs (-2 for wis) need to roll a 20.

Hmm. It's splitting hairs, probably -- and my +2 based on the average results of rolling a second die is a real shot in the dark.

Still, I like [MENTION=53432]soulcatcher78[/MENTION]'s idea better -- roll a fistful of dice, one for each orc. Roll any that succeed again -- if they succeed twice, they wake up. Two rolls, better than the double-20s I was rolling.

-rg


-rg
 

Remove ads

Top