CM
Adventurer
Thanks for the kind words, all.
For the playtest I think we're going to play it straight, IE no houserules. We did realize what everybody got at higher levels so the complaints weren't too loud. I wonder what is going to stop many 5e characters from dipping into one level of rogue to get skill mastery--that is a pretty powerful ability.
Yeah we caught that immediately after combat started, and it was used for later rounds.
Right, it doesn't suggest what stat to use, unlike most other common tasks. Since open locks is dexterity I would assume disabling traps would be the same, but I'd like it called out.
Probably because cure light takes an action and healing word does not (so the melee priest can still get his attack in). I can almost see this guy picking up the familiar feat so he has a familiar to deliver his touch spells...
Try adding opportunity attacks for the fighter at least. (Could be a class feature!) Look how it plays out.
Also it seems, as if your players would be happier at level 2:
- rogue gets nightvision
- a second channel divinity for your clerics
Main features are spread over 2 levels. The first big theme thing comes at level 3. I remember, that core abilitites are spread out over the first few levels. So another idea, would just be letting everyone level up to 2nd level. Now you have better healing available and one more hd. 1st level has always been very grindy. And your players were doing way more than expected for 1st level. So the adventuring day was 15 minutes for that reason.
For the playtest I think we're going to play it straight, IE no houserules. We did realize what everybody got at higher levels so the complaints weren't too loud. I wonder what is going to stop many 5e characters from dipping into one level of rogue to get skill mastery--that is a pretty powerful ability.
Did you remember Skill Mastery? If a Rogue rolls less than 10 on the die for a skill they're trained in, it counts as a 10. That's what makes Rogues the great skill-monkeys, is that they can't ever really botch a skill check for a skill they're trained in.
Yeah we caught that immediately after combat started, and it was used for later rounds.
in the find and remove traps, -finding- the traps is listed as wisdom (i.e. like perception) but -removing- the traps doesn't explicitly call it out, so (like any other skill) the DM can decide what skill is appropriate for the type of trap it is, and i'm inclined to believe that it would usually be a dex check (plus the rogue's bonus)
(that of course, goes with the caveat that i may have missed something in the rules, so don't hold me to that as law)
Right, it doesn't suggest what stat to use, unlike most other common tasks. Since open locks is dexterity I would assume disabling traps would be the same, but I'd like it called out.
It is also strange why the ranged laser cleric has touch healing and the melee dwarf cleric got ranged healing. I would have expected the other way around, with the later usually being in the thick of melee.
Probably because cure light takes an action and healing word does not (so the melee priest can still get his attack in). I can almost see this guy picking up the familiar feat so he has a familiar to deliver his touch spells...
