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General Tabletop Discussion
*Dungeons & Dragons
What was better about the earlier playtest packets?
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<blockquote data-quote="DiceyDM" data-source="post: 6284891" data-attributes="member: 6775747"><p>I've played all the packets since the beginning, and I can honestly say I think it has gotten better over time. As a player and a DM Ive seen both sides of the coin for these packets. I remember always being a bit sad and glad when a new packet came out. As a player I was sad I was loosing cool character features and basic game mechanics that I had enjoyed and gotten used to, but as a DM the game became way smoother and balanced. </p><p></p><p>A lot of the previous packets were so unbalanced. Look at the first version of the druid. Who would ever play a caster druid when a shape-shifter gets a cat form at lvl 3 that granted a three attack multi-attack and could leave a monster prone and let you move an additional fifteen feet of movement. The druid was doing more damage than a raging barbarian with a great sword (2d6), even with Deadly Strike... um what? </p><p></p><p>To answer the OP the only thing im not a fan of is that characters regain all their hit points after a long rest. It kinda of made it a lot easier. My players never run out of Hit Dice to use and before abilities recharged during a short rest, there was rarely a reason to take one. </p><p></p><p>Overall the game is more balanced and easy to pick up/ introduce to new RPG players. </p><p></p><p></p><p>Also in response to the High level play comment; I think all high level play is boring regardless of what abilities character gain access to. What is the point of playing past lvl 10? Your character has found riches, escaped death countless times and probably lost friends along the way. The riches are so amazing because non adventuring humanoids wouldn't take the risk for them. Your character should be able (and look forward) to retiring. Furthermore gear inevitably increases players' AC making them un-hitable so it all becomes Save or Die mechanics that activate based on your HP. "Death ray- If the target has less than 60 current HPs it dies" (no save). "If the target has more than 60 HPs, the target must succeed on DC 16 constitution saving throw" ... LAME! it becomes a race between the monster to drop you to a certain HP total to deliver the final blow and you ending him outright. I know this is important for balance and these fights are exhilarating but lots of times end in TPKs because there are so many things can do wrong, starting with the Dice just turning on you. I hate killing players, much less a TPK. If it happens it happens, but its never fun to end a 2 year campaign with you die... no save... Re-Roll...</p></blockquote><p></p>
[QUOTE="DiceyDM, post: 6284891, member: 6775747"] I've played all the packets since the beginning, and I can honestly say I think it has gotten better over time. As a player and a DM Ive seen both sides of the coin for these packets. I remember always being a bit sad and glad when a new packet came out. As a player I was sad I was loosing cool character features and basic game mechanics that I had enjoyed and gotten used to, but as a DM the game became way smoother and balanced. A lot of the previous packets were so unbalanced. Look at the first version of the druid. Who would ever play a caster druid when a shape-shifter gets a cat form at lvl 3 that granted a three attack multi-attack and could leave a monster prone and let you move an additional fifteen feet of movement. The druid was doing more damage than a raging barbarian with a great sword (2d6), even with Deadly Strike... um what? To answer the OP the only thing im not a fan of is that characters regain all their hit points after a long rest. It kinda of made it a lot easier. My players never run out of Hit Dice to use and before abilities recharged during a short rest, there was rarely a reason to take one. Overall the game is more balanced and easy to pick up/ introduce to new RPG players. Also in response to the High level play comment; I think all high level play is boring regardless of what abilities character gain access to. What is the point of playing past lvl 10? Your character has found riches, escaped death countless times and probably lost friends along the way. The riches are so amazing because non adventuring humanoids wouldn't take the risk for them. Your character should be able (and look forward) to retiring. Furthermore gear inevitably increases players' AC making them un-hitable so it all becomes Save or Die mechanics that activate based on your HP. "Death ray- If the target has less than 60 current HPs it dies" (no save). "If the target has more than 60 HPs, the target must succeed on DC 16 constitution saving throw" ... LAME! it becomes a race between the monster to drop you to a certain HP total to deliver the final blow and you ending him outright. I know this is important for balance and these fights are exhilarating but lots of times end in TPKs because there are so many things can do wrong, starting with the Dice just turning on you. I hate killing players, much less a TPK. If it happens it happens, but its never fun to end a 2 year campaign with you die... no save... Re-Roll... [/QUOTE]
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What was better about the earlier playtest packets?
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