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They have a cave troll (ogre)... [Playtest Report]
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<blockquote data-quote="UngeheuerLich" data-source="post: 5924993" data-attributes="member: 59057"><p>And a good report on top of that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Some ideas:</p><p>Try adding opportunity attacks for the fighter at least. (Could be a class feature!) Look how it plays out.</p><p>Also just add turn udead to the normal preared spell list for clerics. So it is just another spell he always has prepared and can be spontaneously cast like all other spells.</p><p>Maybe, if the pelor cleric likes ranged healing, just swap the cure spell for healing word.</p><p></p><p>The playtest document explicitely states, that they left some core elements out to test if they are core. OA could be one of those elements. Put it back in and see, if it is more fun!</p><p></p><p>Also it seems, as if your players would be happier at level 2:</p><p></p><p>- rogue gets nightvision</p><p>- a second channel divinity for your clerics</p><p></p><p>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.</p><p></p><p>Also, your mage schould have used sleep on goblins. Would have mitigated a lot of damage!</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5924993, member: 59057"] And a good report on top of that. ;) Some ideas: Try adding opportunity attacks for the fighter at least. (Could be a class feature!) Look how it plays out. Also just add turn udead to the normal preared spell list for clerics. So it is just another spell he always has prepared and can be spontaneously cast like all other spells. Maybe, if the pelor cleric likes ranged healing, just swap the cure spell for healing word. The playtest document explicitely states, that they left some core elements out to test if they are core. OA could be one of those elements. Put it back in and see, if it is more fun! 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. Also, your mage schould have used sleep on goblins. Would have mitigated a lot of damage! [/QUOTE]
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They have a cave troll (ogre)... [Playtest Report]
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