steeldragons
Steeliest of the dragons
If I've read everything properly, there won't be another batch of playtest material until the end of the summer.
Instead of rehashing and debating what we've already seen (which I think everyone's done a bang up job doing
), I thought it might be fun to see what everyone is hoping for in the next iteration?
What fluff was missing from the original playtest you'd like to see presented in the next batch? Mechanics (optional or not) that you feel are necessary, or just would want to give a test drive? Classes beyond the "big 4" that you'd want to try out/see how they're thinking of them in 5e terms? etc...
There's been quite a bit of "but what about <insert preferred stuff from Xe>?!" and "they don't have <insert preferred mechanics here>!!!" and umpteen "this is how they should do/have/incorporate X."
So...let's try to congeal all of those disparate threads/thoughts/desires into a nice workable and civilly discussable list.
What do you want to see included in the next batch of playtest material?
For my two coppers, from what I've read, it seems a few of the biggest topics are:
1) Reworking/-thinking the "full hp after rest" mechanic
2) How one would incorporate the tactical minis style of combat
3) What/How they're going to add maneuvers/exploits/whatever to the Fighter class features...be they with or without themes and backgrounds
4) A more thorough/complete Theme and Background list.
5) How Clerical "Domains" (and presumably Mage "Specialists") are going to work beyond 3rd level.
6) How/what they're going to really define for various spellcasting systems.
7) And just for myself, anyway, I'd like to see a couple of the "subclasses" (yes, I know they aren't "sub classes", per se, it's just a convenient term to differentiate from the big 4) presented beyond the base classes...Paladin, Druid and Warlock top my list (though I think Assassin is high priority for many folks, also).
Have at it and happy Monday, all.
--SD
Instead of rehashing and debating what we've already seen (which I think everyone's done a bang up job doing

What fluff was missing from the original playtest you'd like to see presented in the next batch? Mechanics (optional or not) that you feel are necessary, or just would want to give a test drive? Classes beyond the "big 4" that you'd want to try out/see how they're thinking of them in 5e terms? etc...
There's been quite a bit of "but what about <insert preferred stuff from Xe>?!" and "they don't have <insert preferred mechanics here>!!!" and umpteen "this is how they should do/have/incorporate X."
So...let's try to congeal all of those disparate threads/thoughts/desires into a nice workable and civilly discussable list.
What do you want to see included in the next batch of playtest material?
For my two coppers, from what I've read, it seems a few of the biggest topics are:
1) Reworking/-thinking the "full hp after rest" mechanic
2) How one would incorporate the tactical minis style of combat
3) What/How they're going to add maneuvers/exploits/whatever to the Fighter class features...be they with or without themes and backgrounds
4) A more thorough/complete Theme and Background list.
5) How Clerical "Domains" (and presumably Mage "Specialists") are going to work beyond 3rd level.
6) How/what they're going to really define for various spellcasting systems.
7) And just for myself, anyway, I'd like to see a couple of the "subclasses" (yes, I know they aren't "sub classes", per se, it's just a convenient term to differentiate from the big 4) presented beyond the base classes...Paladin, Druid and Warlock top my list (though I think Assassin is high priority for many folks, also).
Have at it and happy Monday, all.
--SD