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RPGNet Report: D&D 5TH EDITION AT GEN CON, PART 1
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<blockquote data-quote="mlund" data-source="post: 5999370" data-attributes="member: 50304"><p>Burning hands is a bit over powered, especially when getting up front for a close spell isn't a big risk. The dragon sorcerer has high HP and heavy armor so, yeah, no risk.</p><p></p><p>I think one of us misread the class, though. I didn't think it gave heavy weapons, just martial.</p><p></p><p>The Dragon sorcerer may be just a little too good at melee to be so good at spell-casting. Perhaps a reduction in spell points for the sorcerer would be in order. I'm thinking a scale of 2,3,4,6,8,10,13,etc. would do nicely. Also, I'd say the shield proficiency is over-kill. The mutations and dragon magic powers seem ok, though.</p><p></p><p>Monsters need work, though. HP are ok, but damage is too slavishly tied to weapon tables. Monster attack bonuses, damage, and armor class are borked. It basically makes combat a couple of rounds of rocket tag, with the monsters as talentless noobs - once in a blue moon they actually hit and when they do it is high-impact, but 9 times out of 10 they just miss and then explode. It's kind of boring and anti-climactic. Less damage, better chances to hit, please. Also, with +6 as the minimum baseline to hit AC at level 1, I'd think AC below 12 isn't even fit for a disposable trash minion.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5999370, member: 50304"] Burning hands is a bit over powered, especially when getting up front for a close spell isn't a big risk. The dragon sorcerer has high HP and heavy armor so, yeah, no risk. I think one of us misread the class, though. I didn't think it gave heavy weapons, just martial. The Dragon sorcerer may be just a little too good at melee to be so good at spell-casting. Perhaps a reduction in spell points for the sorcerer would be in order. I'm thinking a scale of 2,3,4,6,8,10,13,etc. would do nicely. Also, I'd say the shield proficiency is over-kill. The mutations and dragon magic powers seem ok, though. Monsters need work, though. HP are ok, but damage is too slavishly tied to weapon tables. Monster attack bonuses, damage, and armor class are borked. It basically makes combat a couple of rounds of rocket tag, with the monsters as talentless noobs - once in a blue moon they actually hit and when they do it is high-impact, but 9 times out of 10 they just miss and then explode. It's kind of boring and anti-climactic. Less damage, better chances to hit, please. Also, with +6 as the minimum baseline to hit AC at level 1, I'd think AC below 12 isn't even fit for a disposable trash minion. - Marty Lund [/QUOTE]
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