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10 months ago ::
Aug 14, 2012 - 11:56AM
#1
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This thread is being created with the intent of getting a formal list of odd wording, unclear definitions, potential unintended issues, and other forms of questioning relating to the Playtest Packet 2. This is -not- a complaint thread or a debate thread; regardless of your views on whether you agree with something, please only make clear questions here. I'll start off with some that I know are floating in threads. If I miss yours, it's not intentional -- I'm just going off memory at the time of posting. I will update this first post as more are added and hopefully having a single, concise thread will allow Mike and Co. to more easily see the biggest questions we have. Again...please keep complaints and comments to other threads. Thank you.  1. Hold Person spell. The wording of Hold Person seems to indicate that any creature, regardless of Hit Die or Hit Points, can be made immobile for 1 minute (10 rounds) with no save, as the save indicates that only the -paralysis- effect is listed. 2. Healing Word. There is some confusion among forumgoers as to whether or not the 'Unconcious' state precludes hearing. As hearing is the basis for more spells than just this one, a look at the Unconcious state itself is probably more in order. 3. Spells in Armor. While Wizards are expressly forbidden from casting spells in armor, the Dabbler specialty makes no such mention. Is it intentional for Dabblers to be able to cast in armor? (Seemingly answered in post-packet followup with Warlock and Sorcerer) 4. Animate Servant. The description lists this as a ritual, but the prerequisites do not mention the need for a Ritual class feature. Is this intentional? 5. Thieves Cant. Would this not be better served as a background? Also, as it stands 'among thieves' is wonky wording. If it is -not- to be moved, 'among rogues' would serve better. 6. Fighter Pregen Longbow is missing an attack modifier, and short sword appears to be using incorrect stat (STR instead of DEX for a finesse weapon). (Thank you, Plaguescarred) 7. Fighters and Clerics get class improvements at 1st, 3rd, and 5th levels. Rogues do so at 1st, 2nd, and 5th levels. Is this intended or a typo? (Thank you, Chakravant) 8. Under skills, it mentions that you can learn a new skill as you raise levels. However, the mechanic listed only shows adding a +1 to an existing skill. Is this something that cannot be done until past level 5, or is the wording incomplete? 9. Terminology. The Elf Pregen's Magic Missile states that it 'autohits', while Hit is defined as requiring an attack roll. 10. What happens if you attack with a weapon with which you are not proficient? 11. Warlock Invocation: Fabrication of the Weave creates an item for a duration of 10, but does not indicate what should follow '10'. Minutes? Rounds? Hours? 12. Jumping movement: Long jumps seem to allow higher than normal movement speed per round with a sufficiently high strength score. With at least 10 strength, anyone that moves their speed - 5ft and then jumps can move 5ft further than just normally walking full speed each round. This goes up to +10ft and +15ft at strength scores 15 and 20, respectively. ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />13. Character Creation document, page 4, right column, Character Advancement chart: Gaining fifth level grants no benefit, or has the benefit accidently been omitted? 14. If you are dual wielding and activate the Glancing Blow maneuver, do you halve the die roll result for damage? 15. Do combat maneuvers like Glancing Blow allow you to add ability score bonuses to damage? ---UPDATED---
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10 months ago ::
Aug 14, 2012 - 12:12PM
#2
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5. The Thieves' Cant class feature is mis-named. Not all Rogues are thieves (it depends on which, if any, backround is being used). Also, it actually reads "Among thieves . . . "; the wording needs to be general rather than specific.
I also have a related question: Wouldn't thieves' cant be better served as part of the 'thief' backround (in conjunction with the 'thief signs' trait for instance) rather than as a class feature?
Just a quick note: I'm not nitpicking, I honestly believe this needs to be clarified.
/\ Art
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10 months ago ::
Aug 14, 2012 - 12:15PM
#3
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5. The Thieves' Cant class feature is mis-named. Not all Rogues are thieves (it depends on which, if any, backround is being used). Also, it actually reads "Among thieves . . . "; the wording needs to be general rather than specific.
I also have a related question: Wouldn't thieves' cant be better served as part of the 'thief' backround (in conjunction with the 'thief signs' trait for instance) rather than as a class feature?
Just a quick note: I'm not nitpicking, I honestly believe this needs to be clarified.
No, you're right. This was one I had intended to add, then I had a phone call come in right as I was finishing up and it slipped my mind lol. Thanks Artifact. 
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10 months ago ::
Aug 14, 2012 - 12:22PM
#4
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Date Joined:
May 12, 2009
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6. The Human Fighter Pregen's Longbow attack is missing a damage modifier. It should be 1d8+4 piercing damage. Also his Shortsword attack is using Strenght instead of Dexterity for unknown reasons and should be +7 1d6+4 piercong damage since its a finesse piercing weapon.
7. The Elf Wizard Pregen's Magic Missile attack incorrectly says it auto-hit. It autodamage but doesn't hit since it doesn't make an attack roll.
EDITED
Yan Montréal, Canada
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10 months ago ::
Aug 14, 2012 - 12:50PM
#5
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Fighters and Clerics get class improvements at 1st, 3rd, and 5th levels. Rogues do so at 1st, 2nd, and 5th levels. Is this intended or a typo?
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10 months ago ::
Aug 14, 2012 - 1:56PM
#6
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Bump for great justice.
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10 months ago ::
Aug 17, 2012 - 8:30AM
#7
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Another bump, and a comment.
It seems that Number 3 has been answered by the Warlock playtest. Cantrips gained from Magic-User seem to be usable in armor since the Warlock doesn't get an exception for casting them in Leather Armor and Magic-User is their suggested Specialty.
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10 months ago ::
Aug 17, 2012 - 9:35AM
#8
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Date Joined:
May 12, 2009
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What happen if you attack with a weapon with which you aren`t proficient ? (armor describes it, but not weapons)
Yan Montréal, Canada
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10 months ago ::
Aug 17, 2012 - 10:08AM
#9
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Date Joined:
Jul 11, 2012
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Very good idea for a thread. I have two questions.
Low light vision (from race) and night vision (from thief scheme) - do they stack? That is, if an elf thief is in a room with total darkness, and "uses" light vision to treat is as shadows, does night vision (after kicking in) reduce shadows to normal light, allowing an elf to see normally, or are they not stackable, and night vision is redundant for low-light races.
Warlock Invocation: Fabrication of the Weave creates an item for a duration of 10... - description cuts off here. 10 minutes? 10 hours? 10 rounds?
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10 months ago ::
Aug 17, 2012 - 10:14AM
#10
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Very good idea for a thread. I have two questions.
Low light vision (from race) and night vision (from thief scheme) - do they stack? That is, if an elf thief is in a room with total darkness, and "uses" light vision to treat is as shadows, does night vision (after kicking in) reduce shadows to normal light, allowing an elf to see normally, or are they not stackable, and night vision is redundant for low-light races.
Warlock Invocation: Fabrication of the Weave creates an item for a duration of 10... - description cuts off here. 10 minutes? 10 hours? 10 rounds?
1) Seems like they stack. Problems may happen if there's a kobold rogue with light sensitivity. He'll have to wear sunglass at night 
2) I would guess minutes. But yea... it's missing the durration.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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