A) Request for Clarification:
B) Notably missing:
- Spot vs Search: When searching for tracks, Is it spot or search? We had a sizeable argument about this on our table. Search (INT) is supposed to be for specific things, Spot (WIS) is supposed to be for easily missable things and out of place things within the environment. When a character is searching for tracks, does it go under spot or search?
- Sneak Attack - I asked this earlier, but the language isn't clear so I'll restate it. I was under the assumption that Sneak Attack itself was an attack, NOT a modifier for an attack. IE Sneak attack would be chosen instead of isolated strike or backstab. I have since been told otherwise, and believe it. Please correct wording to remove possible confusion
- Hit Dice is not properly explained. Coming from what I understand, it's basically your level, so when you rest, you spend up to your level's amount of dice to heal. This is correct, right? Hit dice isn't explained. I assume this will appear in an intro explaining things such as dice jargon, but just throwing it out there for now.
B) Notably missing:
- Traps/Trapping skill - Our ranger wanted to lay a trap, but we couldn't figure out which skill it was. We just house ruled that it was missing in playtest and should come in the ranger skillset anyway. Should it be a feat (making abush traps for combat), should it be a skill, How should traps be handled in general? We just used the character's roll as the DC for the victim
- One Handed stats for Katana. Where are they?
- Shooting under range penalties. Using a longbow at melee range should get a penalty, right? Did I miss it?
- List of Lores to purchase
- As mentioned, please clarify the sneak attack language
- Padded armor has disadvantage to stealth.... why? I think this is a mistake
- Magic missles indicates you may target up to three targets. I'm pretty sure it's supposed to be one targer per missle. Otherwise, when you gain other missiles, you'd be stuck on three targets.
- Dual Wielding indicates that you no longer need a light weapon on the off hand if you get this feat. However, in the 'How to play' section, the requirement of a light weapon isn't mentioned.
- Martial Arts - I assume that if you have martial arts, it should also be considered that you have 'dual wielding' feat for your hands for the purpose of purchasing further feats IE "Two-Weapon Strike"
D) Mechanics comments
- I'm enjoying the expertise dice mechanic. So much so that I suggest them for every vanilla class except clerics which have their channel divinity mechanic. Mages should use their expertise mechanic to enhance their spells. Make feats like Maximize and Energy Admixture be worth a certain number of expertise points. Mages roll their expertise dice and spend the number of points they have available to enhance their spells. Specialist Mages (if/when introduced) would get less expertise dice and/or no expertise dice to compensate. Rogues could use it to modify their skills see my other topic:
- I am enjoying the advantage/disadvantage mechanic, but there is no real explanation of how much of a relative bonus/penalty you need for the DM to get advantage/disadvantage. For example, normally getting cover gives a mechanic of increased AC, but at what point does the attacker's rolls get disadvantage, if ever? Does being 10 feet higher than a target give advantage for a ranged attack? 20? 30? Do you need a wall too? I know ultimately it's the DM's decision, but some guidelines would be appreciated
- In one turn, you get one move and one action. Why not just say two actions. Why not let players/monsters attack twice if they want? Of special note is ranged fighters who would rather just stay still and throw more projectiles down. Of course this would require things like RoF, but pretty simple. Longbows 1 per action, shortbows 1.5 per action (rounded down makes it 1 if you decide to do something else) crossbows 1 per action.
- Sneak attack, backstab, isolated strike is starting to look broken as they can stack on ANY attack action. My min/max brother is now combining it with charge. That now allows him to move his normal move his normal move, then charge and get benefits of sneak attack and backstab/isolated strike. because of the wording of the skills and because sneak attack/backstab/isolated strike isn't attack actions