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<blockquote data-quote="Li Shenron" data-source="post: 5921090" data-attributes="member: 1465"><p>Love <em>almost</em> everything so far. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>I have my own bunch of concerns, I am really anxious to run the adventure and see how they turn out.</p><p></p><p>Among the things that I specifically want to test: </p><p></p><p>- advantage/disadvantage: easy, but sometimes I may still need to use circumstance bonuses, and how to deal with multiple significant (dis)advantages</p><p>- ability thresholds: an improved version of Take10 or is there a hidden danger of removing randomness too much?</p><p>- find/disarm traps: seems to get rid of the "search every 5sqft" problem, however could also get rid of the thrills - need to check how to make it work with Search</p><p>- improvised weapons... if I'm reading it right I cannot test this with the pregenerated characters</p><p>- light crossbows suddenly seem to be a very bad choice</p><p>- splitting up movement in combat might mean that if you get the monster stuck, it will be trivial to just move in + whack + move out, and stay always out of reach</p><p>- rogue sneak attack: compared to 3ed it sounds like it will be much more difficult to enable your SA damage by tactical choices</p><p>- all the lesser actions in combat are much cheaper in terms of time compared to 3e, I really want to see how combat goes now! (but thank God the combat actions/reactions rules are now VERY simple)</p><p>- Stealth definitely needs to be tested as a whole, it's easier than before tho not completely different</p><p>- Ready (big change here!!) not usable to interrupt someone else's action BUT this is organic with how spellcasting interruption works (also big change!!)</p><p>- did I overlook something or Nat20 is an auto-crit but not an auto-hit at this stage? critical hits now feels more like a "safe event" rather than a potential disappointment, but at the same time there is no chance for over-the-top result, so the "feeling" of this at the gaming table should be checked in practice</p><p>- spells and ranged attacks in melee not at all dangerous per se, just inconvenient</p><p>- dying/healing rules are not yet fully clear to me, they seem to make death less common than in 3ed</p><p>- cantrips at will may give too much "high-magic" flavor by default</p><p></p><p>Overall there is little in these draft rules that doesn't feel interesting to try out! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5921090, member: 1465"] Love [I]almost[/I] everything so far. :cool: I have my own bunch of concerns, I am really anxious to run the adventure and see how they turn out. Among the things that I specifically want to test: - advantage/disadvantage: easy, but sometimes I may still need to use circumstance bonuses, and how to deal with multiple significant (dis)advantages - ability thresholds: an improved version of Take10 or is there a hidden danger of removing randomness too much? - find/disarm traps: seems to get rid of the "search every 5sqft" problem, however could also get rid of the thrills - need to check how to make it work with Search - improvised weapons... if I'm reading it right I cannot test this with the pregenerated characters - light crossbows suddenly seem to be a very bad choice - splitting up movement in combat might mean that if you get the monster stuck, it will be trivial to just move in + whack + move out, and stay always out of reach - rogue sneak attack: compared to 3ed it sounds like it will be much more difficult to enable your SA damage by tactical choices - all the lesser actions in combat are much cheaper in terms of time compared to 3e, I really want to see how combat goes now! (but thank God the combat actions/reactions rules are now VERY simple) - Stealth definitely needs to be tested as a whole, it's easier than before tho not completely different - Ready (big change here!!) not usable to interrupt someone else's action BUT this is organic with how spellcasting interruption works (also big change!!) - did I overlook something or Nat20 is an auto-crit but not an auto-hit at this stage? critical hits now feels more like a "safe event" rather than a potential disappointment, but at the same time there is no chance for over-the-top result, so the "feeling" of this at the gaming table should be checked in practice - spells and ranged attacks in melee not at all dangerous per se, just inconvenient - dying/healing rules are not yet fully clear to me, they seem to make death less common than in 3ed - cantrips at will may give too much "high-magic" flavor by default Overall there is little in these draft rules that doesn't feel interesting to try out! :D [/QUOTE]
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