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5 months ago  ::  Jan 12, 2013 - 11:35PM #111
HarmlessCube
Date Joined: Jan 12, 2013
Posts: 20
Was there anything relating to the Monk class?  I personally play a rogue, and our monk didn't get to do much, but monk seems pretty broken according to the feedback in the playtest section.
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5 months ago  ::  Jan 13, 2013 - 12:15AM #112
ORC_Narada
Date Joined: Jul 7, 2011
Posts: 272
    I've removed content from this thread because trolling/baiting is a violation of the Code of Conduct.  You can review the Code of Conduct here www.wizards.com/Company/About.aspx?x=wz_...

Please keep your posts polite, respectful, and on-topic, and refrain from making personal attacks.
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5 months ago  ::  Jan 13, 2013 - 12:23AM #113
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914

Jan 12, 2013 -- 5:44PM, MechaPilot wrote:

Jan 12, 2013 -- 8:14AM, Vic_Ferrari wrote:

Jan 12, 2013 -- 7:44AM, Rupert_ADnD wrote:

Jan 12, 2013 -- 7:37AM, Vic_Ferrari wrote:

I hope Skills are purely optional.




Well you can play without Skills, ala basic D&D, basically using only the abilities and ignoring skills completely if you like.

The problem is, in my case I like the Skill system as it is in 4E, and DDN doesn´t do a better job in this area, imo.





They could offer a couple of "Skill" systems, like 2nd Ed.
 



All I recall from 2e as it pertains to skills are the NWPs, and the thief's % skills.  What else was there that I'm not remembering?





There are Non-Weapon-Proficiencies, and a separate Skills system.

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5 months ago  ::  Jan 13, 2013 - 8:38AM #114
Uchawi
Date Joined: Jun 22, 2010
Posts: 1,753
I still do not like the skill die, but if they did a static value (average) versus dice version in the core, then both would be available for use. I don't see how looking at a character sheet is more complicated then remembering a die. The biggest problem with any type of dice roll in the game is remembering what needs to be rolled, including the appropriate size dice, or modifiers, and whether they all stack. So keeping the dice needed for a specific roll, or the amount of modifiers available to a minimum is more important.

I still am not satisfied with the concept of classes may specialize in certain skills by ability, like a fighter using strength die, a rogue dexterity die, or a wizard intelligence die. That limits the character concept. I would rather see areas of knowledge in the game, where the character decides what they want to be good at. Then depending on the maneuvers, skill trick, or spells, the class may be able to add something too it. This would allow them to represent an area of knowledge like deception that could cover charm, intimidate, fast talk, etc.

I do agree on the approach of general ability rolls and then picking areas of expertise which grants the DM more flexibiltiy. But I am not satisfied with any of the current presentations.

I am surprised there has not been an uproar in reference to the skill trick taunt, as it is just like come and get it from 4E. But I am more offended it seems appropriate for a rogue and not a fighter. If they continue avoid fighers getting interesting things like dedicated type of skills specialties, and do not invoke it through maneuvers or somethign similar I will be very dissapointed.

The approach that is being considered for types of weapons versus martial damage dice has promise, as long as the weapon can do more for a martial character versus a caster. They did mention maneuvers adding more choices, and other classes may gain them through multi-classing or feats. I think this will also be a good thing to allow martials characters to gain access to rituals using mulit-classing or feats.

They haven't nailed down how each class will handle the narrative side of the game, and usually spells can do more than natural ability. I think their main focus should be duration and scope, so a charm spell may last longer, but requires concentration, while a fighter or rogue could charm a NPC as well, while a bard can charm an entire audience. Each has a different duration and scope. 

There were some comments made on symetry of rules or classes, versus creating a unique game experience for each character or class. But that still does not mean that some classes should be sidelined in reference to out of combat scenarios. This could be addressed via areas of knowledge, and then determine how it may be influenced by an ability checks, skill rolls, skill tricks, maneuvers, or spells. Even if the choices are not equal, and one class is better in specific situations, it would include the fighter, versus being relegated to strength based abilities.
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5 months ago  ::  Jan 13, 2013 - 9:19AM #115
LawfulNifty
Date Joined: Oct 8, 2010
Posts: 21
The issue I had with Come and Get It was that it was Strength-based. It just never seemed right that you could lure enemies toward you because of how strong you were.
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5 months ago  ::  Jan 13, 2013 - 11:39AM #116
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,761

Jan 13, 2013 -- 9:19AM, LawfulNifty wrote:

The issue I had with Come and Get It was that it was Strength-based. It just never seemed right that you could lure enemies toward you because of how strong you were.



At its basic come and get it is a fantasy* version of an invitation a fencing move which involves leaving an opening, the idea is the false opening pulls an enemy in to attacking where and when you are most ready to retaliate... if it works perfectly they loose there attack and you gain an extra.
As far as what attribute it is based on anything but trivial activity is based on multiple attributes and D&D sacrefices that for playability but here is an example.

Come and Get it (Ye old forceful grab technique): He times this move for when enemies seem poised to move  he leaps out and grabs the nearest enemy and pulls them back to where he was - this initial enemy get's something analogous to an opportunity attack but  momentarily acts as a sort of block vs ranged attacks from his allies but while doing this he leaves himself open to a nearby attacker.

*The trick being useable vs multiple enemies is probably its most fantastical element

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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5 months ago  ::  Jan 13, 2013 - 5:23PM #117
Rupert_ADnD
Date Joined: Jun 13, 2010
Posts: 577

Jan 13, 2013 -- 12:23AM, Vic_Ferrari wrote:

Jan 12, 2013 -- 5:44PM, MechaPilot wrote:

Jan 12, 2013 -- 8:14AM, Vic_Ferrari wrote:

Jan 12, 2013 -- 7:44AM, Rupert_ADnD wrote:

Jan 12, 2013 -- 7:37AM, Vic_Ferrari wrote:

I hope Skills are purely optional.




Well you can play without Skills, ala basic D&D, basically using only the abilities and ignoring skills completely if you like.

The problem is, in my case I like the Skill system as it is in 4E, and DDN doesn´t do a better job in this area, imo.





They could offer a couple of "Skill" systems, like 2nd Ed.
 



All I recall from 2e as it pertains to skills are the NWPs, and the thief's % skills.  What else was there that I'm not remembering?





There are Non-Weapon-Proficiencies, and a separate Skills system.




Yes, the other Skill system you are talking about is from Players Options Skills and Powers. which is a step towards the more modern approaches. We used that a lot, and the original proficiencies system, we liked it back then, and we felt like a progression.

The problem with the proficiency system comparing with the 4E Skill system is that in the first you are usually non competent at doing stuff unless you have the proper proficiency, as in the 4E skill system it´s the opposite, you can try and improvise a lot even with skills you are non trained, and the fixed list works for the better. IMO the latter works better for my games. The first leads to more frustration, adn less competent characters. Also, so specialized as proficiencies where with every new splatbook with several new proficiencies you would just add to the list of things your character Can´t do.

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5 months ago  ::  Jan 13, 2013 - 6:46PM #118
Quasadu
Date Joined: May 24, 2012
Posts: 373
I guess Mike's going to have to amend his Super Bowl predictions.
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5 months ago  ::  Jan 13, 2013 - 7:21PM #119
Orzel
Date Joined: Aug 22, 2007
Posts: 3,229

Jan 13, 2013 -- 6:46PM, Quasadu wrote:

I guess Mike's going to have to amend his Super Bowl predictions.




That was a bad pick, Mike. A bad one.

Pete Carroll did roll a nat 1 on the Intelligence saving throw in the Seahawks-Falcons game. Lucky Falcons.

Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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5 months ago  ::  Jan 13, 2013 - 10:50PM #120
thewok
Date Joined: Jul 31, 2007
Posts: 798
I enjoyed this one.  I like the idea behind removing Martial Damage Dice and letting attacks scale up based on weapon dice.  I hated iterative attacks in 3E.  But, I'm totally cool with the way Mearls described that new damage scaling.

Immediately, I thought that there was now a real reason to go for a greatsword over a sword and shield.  The shield will provide more defense, at the cost of damage potential later on.  My immediate concern, though, is that the damage doesn't scale too quickly, or we're back to what we have now with ridiculous amounts of damage being put out by martial characters.  Their recognition of this is another bit of relief for me.

Jan 12, 2013 -- 9:21AM, jonathan_sicari wrote:

Re: Skill die vs. Skill bonus.

Adding the attribute and skill bonus together once is always faster than adding attribute bonus and rolled skill die every time you use the skill. 



It is, but since skills are divorced from attributes, you won't always be using the same attribute with each skill.  Therefore, you're adding three numbers either way.  I guess you could have six numbers for each skill, each based on a different ability score.  But that's a lot of room on the character sheet devoted to something that's unnecessary.

And, honestly, I can handle adding three or four numbers together fairly quickly.  Sometimes my brain stalls, and simple addition takes me some time.  But usually, I'm fairly quick.  I'm the exception in the group, though.  When I DM, I have a player that plays a Fury Blackguard, and it takes him a good 30-45 seconds to add up damage with each attack because he has his character sheet on his ipod and refuses to write down possible totals on his character sheet like I do.  We used to play with a girl that had to add with her fingers with every roll.

I can follow the idea behind having a tangible reminder of what to add.  I'm not quite sure on how it plays, though.  More testing is needed. 

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