There are some awesome new rules in Basic -- here's what I noticed while converting a character from the play test to the new rules.
Races:
* Dwarves -- completely reformulated (wis bonus now for hill dwarves; stone cunning completely rethought;; tool proficiency; +2 strength gives hope for interesting bonuses for the half-orc)
* Elf weapons: part of sub race, so that when they add Drow, they can be given hand crossbows, but not all four of these).
* variant human: this is so appealing; the bonus skill seems almost overkill.
Equipment:
* donning and doffing rules are great, clear, and relevant
* spellcasting foci rules are completely new
* as I had hoped, gaming tools are broken into a small list form which to choose (4 possibilities); still lots and lots of instruments though ("You find a magical shawm"; "too bad you only play the dulcimer")
Spells.
* spare the dying seems to meet all the objections that were raised against the last play test version.
* where's feather fall?
Other:
* multi classing will only give some of the new class's proficiencies, apparently.
* has proficiency in mounts just gone? is it rolled into vehicles (land)?
* have there ever been rules on dehydration before?
* training in languages and tools now a simple matter of time+money. It will be interesting to see how and if this gets abused in play.
* half-column on underwater combat is great -- not complete, but it makes easy sense of many situations.
EDIT:
* presentation of sex and gender preferences comparatively progressive
* reach weapons!
Races:
* Dwarves -- completely reformulated (wis bonus now for hill dwarves; stone cunning completely rethought;; tool proficiency; +2 strength gives hope for interesting bonuses for the half-orc)
* Elf weapons: part of sub race, so that when they add Drow, they can be given hand crossbows, but not all four of these).
* variant human: this is so appealing; the bonus skill seems almost overkill.
Equipment:
* donning and doffing rules are great, clear, and relevant
* spellcasting foci rules are completely new
* as I had hoped, gaming tools are broken into a small list form which to choose (4 possibilities); still lots and lots of instruments though ("You find a magical shawm"; "too bad you only play the dulcimer")
Spells.
* spare the dying seems to meet all the objections that were raised against the last play test version.
* where's feather fall?
Other:
* multi classing will only give some of the new class's proficiencies, apparently.
* has proficiency in mounts just gone? is it rolled into vehicles (land)?
* have there ever been rules on dehydration before?
* training in languages and tools now a simple matter of time+money. It will be interesting to see how and if this gets abused in play.
* half-column on underwater combat is great -- not complete, but it makes easy sense of many situations.
EDIT:
* presentation of sex and gender preferences comparatively progressive
* reach weapons!
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