Feedback on the latest Playtest Packet after a run in Caves of Chaos with three players, including one 4e veteran and two who have not played since 2nd edition, twenty five years ago.
Combat is repetitive at low level. Characters have very few options and usually do the same thing every round. Players used to 4th edition missed the options from that game. Fortunately, combat moved very quickly without a map, and this helped keep things exciting, but several fights in a row against the same creatures (goblins, in this case) were repetitive.
What Knowledge skill covers the Monstrosity creature type? In this case, players wanted to know about the Owlbear. I did not know if it would be Arcana or Nature or Forbidden Lore.
Can a wizard who has a magic scroll use that scroll to add the spell to his spellbook?
Remove Curse: This spell does not appear on the table of spells at the beginning of the spells document, but is listed as a third level spell in its description.
Rope Trick: The duration of this spell is not given. I am using the duration, "The spell lasts until everyone leaves the extra dimensional space, leaving it empty."
It is important for spell preparation that a player know what spells have Ritual versions and which do not. Therefore, spells that have a ritual version need a visual marker in the table of spells. For example: (R) after the spell's name.
There are no Wizard rituals over level 1, and only two ritual wizard spells at all. This is especially frustrating as wizard spell slots get capped at 2. I suggest adding ritual versions for several spells already on the books: Knock, Rope Trick, Dispel Magic and Water Breathing.
For the first three of these, there are clear advantages to having the spell prepared, making it useful either as a quick getaway or a combat option.
Dispel Magic is such an archetypal spell that virtually every Wizard needs to have it. Adding a ritual version preserves the ability to dispel magic without forcing the wizard to save one of his two spell slots for it, effectively turning it into a class feature that can be done in combat if the wizard is willing to devote a slot to it.
A wizard with Water Breathing or Knock in his book is going to be able to open a door or descend into the depths eventually; why not give him the ability to do it in ten minutes rather than wait a day until he prepares spells again, slowing down the narrative?