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What do you miss from the D&D Next playtest?
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<blockquote data-quote="Shiroiken" data-source="post: 7413276" data-attributes="member: 6775477"><p>There were many different packets, each with different things. IMO the best packet was the second one, where fighters and rogues got skill dice, wizards were still Vancian (instead of spell slots, prepared spells were lost when cast, and you could prepare the same spell multiple times), and the cleric was the type of caster we have now. The rogue's skill dice were useful for doing skill stuff, and sneak attack (which was badly done), and the fighter had combat maneuvers. Sub-classes weren't a thing, since the dice maneuvers and spells allowed a lot of customization. The skills had a skill point system that was interesting, but I think the proficiency system is overall better.</p><p></p><p>One of the later packets got rid of skills, except for various lore skills. While the method of using the lore skills was crap, I actually like the idea of those lore skills. I tried to incorporate them in as a houserule, but they needed to match up to the tool proficiency, as they were much less useful than full skills. With the expansion of tool use in XGtE, I think I'll fold them into various existing tools and skill, but I'll probably have to add a few tools to fill in a few things.</p><p></p><p>Oh, and another packet (don't remember which one) you got +1 to an ability score from your race and +1 from your class. This allowed a bit more flexibility in making characters, since you would always get +1 to a primary ability for the class (fighter got +1 Con, IIRC).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7413276, member: 6775477"] There were many different packets, each with different things. IMO the best packet was the second one, where fighters and rogues got skill dice, wizards were still Vancian (instead of spell slots, prepared spells were lost when cast, and you could prepare the same spell multiple times), and the cleric was the type of caster we have now. The rogue's skill dice were useful for doing skill stuff, and sneak attack (which was badly done), and the fighter had combat maneuvers. Sub-classes weren't a thing, since the dice maneuvers and spells allowed a lot of customization. The skills had a skill point system that was interesting, but I think the proficiency system is overall better. One of the later packets got rid of skills, except for various lore skills. While the method of using the lore skills was crap, I actually like the idea of those lore skills. I tried to incorporate them in as a houserule, but they needed to match up to the tool proficiency, as they were much less useful than full skills. With the expansion of tool use in XGtE, I think I'll fold them into various existing tools and skill, but I'll probably have to add a few tools to fill in a few things. Oh, and another packet (don't remember which one) you got +1 to an ability score from your race and +1 from your class. This allowed a bit more flexibility in making characters, since you would always get +1 to a primary ability for the class (fighter got +1 Con, IIRC). [/QUOTE]
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Community
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What do you miss from the D&D Next playtest?
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