Some combos don't work so well though, such as mage taking slayer, unless I am reading it wrong and a wizard that kills a enemy with a shocking grasp could cast shocking grasp again on another adjacent enemy.
gahh, spell components? sigh, wished that wizards would just use costs for spells based of a mana point cost, and eliminate this.
I really like the six saves (stop dumping charisma, guys!)The skills system just speaks for itself. It's so versitile and useful. I know that 4e was just a good about it, but when I actually read the system I really felt like there was nothing I couldn't try to do (and isn't that what we're going for?)I know that this edition may not be everyone's cup of tea, and that's cool. No need for any value judgements. That said, I am really quite excited to see where they take this stuff.
Where in the text does it mention the Ethereal Plane?
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D&D Next... waiting and seeing...
gahh, spell components? sigh, wished that wizards would just use costs for spells based of a mana point cost, and eliminate this. Spell components ?There isn't much spell components except in the case of ritual (which is an optional way to cast spell without preparing them)or a permanent (or allegedly major) effect in play (such as continual light)I may be wrong of course but I did not see spell components for battle spells.
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What I like the most so far is that everything sounds familiar... Races, classes, spells, weapon and armor names, monsters. It's good to have D&D back.My second most favorite thing so far is the elegant and simple rules.And in details:Advantage/Disadvantage: Nice, clean, simple, elegant. I really like this.Surprise: I don't remember how it worked in 4th edition but this is nice and simple. I really like this. No extra turns, surprised critters just go last.Saving Throws: I'm surprised the 4th edition game designers didn't come up with this one. This makes things so much easier.Skills: I just love this! Simple and open-ended. No more actions tied to ability scores or micromanagement of skills. A background and a few ability scores and you're good to go.Background/Themes: The natural evolution of AD&D Kits, Prestige classe and Paragon Paths. There's nothing brilliant here but it's still a nice feature.Math: No more +1/2 level, bab, spell DC that increases with spell level, etc... All this math was a pain in the ass.Conditions: Nothing new here either but I like how these work. I especially how Charmed, Frightened and Invisible work. Charmed is no longer an "instant Diplomacy check"; frightened doesn't have any clunky mechanics to describe how the critter is fleeing; and invisibility is no longer the ultimate defense.Spell Durations: I'm not going to miss all those "X until the end of your next turn".And so many more little details that are "simple and functional", just the way rules should be.