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Results for tag: playtest
Posted by: Rhenny on May 19, 2013 at 02:38:46 AM

This session was a 3 hour session with only 2 players.   Overall, there was roleplaying, exploration, and the equivalent of 5 combat encounters.

Mythra – High Elven Wizard (Evoker) – 5th level

Rynlore – Human Paladin (Warden/Nature type) – 5th level.

The adventure began in Wrafton’s Inn.   Edgar Scrope, the archeologist who had asked the party to retrieve a stolen map (prior adventure), was speaking with an Elven wizard named Mythra.

Elifar and Jaden had gone off with a few Winterhaven Wardens to deal with Goblins that attacked the caravan earlier, leaving Rynlore to deal with Scope.

Rynlore produces the map and Scrope is pleased.  He rewards Rynlore with 100 gp.  Then he asks Rynlore and Mythra up to his room to look at the

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Posted by: Ironblue on May 17, 2013 at 11:33:13 PM
I need a place to gather a couple of essays I wrote in the Homebrew Fighter thread, which for a time sort of acted like Ironblue General on the DDN forum.  Not only was it a dumping ground for every brain I was storming around with at the time, it lead to several not insignificant trains of thought and game design conclusions that I need to analyze further and whip into a reasonable semblance of shape.

Am I even kidding myself that anybody is reading this and cares?  Haha, nope.  Pro bono, biatches!  I'm just doing this for me.

Okay, here's the stuff:

[spoiler=Ability Frequencies]At-will abilities are roughly 1x the power of a basic attack.  Cantrips are meant to be the equivalent of weapons, and with a little less damage and a little more utility they succeed quite...
Posted by: WotC_Rodney on May 16, 2013 at 09:16:47 AM
You've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever D&D Next questions you're asking.

There are certain business and legal questions we can't answer (for business and legal reasons). And if you have a specific rules question, we'd rather point you to Customer Service, where representatives are ready and waiting to help guide you through the rules of the game. That said, our goal is provide you with as much information we can—in this and other venues.

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1 Are there plans for a permanent wound and injury module?

It’s one of the things we want to explore in a rules module. Such a thing would probably also not be just one set of rules,

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Posted by: WotC_Rodney on May 9, 2013 at 08:43:37 AM
You've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever D&D Next questions you're asking.

There are certain business and legal questions we can't answer (for business and legal reasons). And if you have a specific rules question, we'd rather point you to Customer Service, where representatives are ready and waiting to help guide you through the rules of the game. That said, our goal is provide you with as much information we can—in this and other venues.

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1 Just how much can a subclass change a core class?

When we look at a class, its features should say, “This is what is true about all members of this class.” When we look at a

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Posted by: Ironblue on May 4, 2013 at 04:00:28 PM
Under the bounded accuracy system, an attack roll, a skill check, an ability check or whatever else has got three possible modifying points:

-Ability Modifier: from +1 to +5
-Class Bonus: from +1 to +5
-Proficiency Bonus:  Anything from +1d6 to +1d12, or in my dream +2 to +5 (prof. bonus from 4e weapons but more range to account for more diversity)

Now, each of those modifying points has its own idiosyncracies, but the very first important take away is this:

The bounded accuracy system can only handle TWO of those three at any time.  For ease of comprehension, they ought to be the same two.

Now, some points of interest about each:

Ability Modifier is the one the designer has far less control over.  Especially if those terrifying ability score bump feats get implemented, but lets
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Posted by: Ironblue on May 2, 2013 at 10:49:53 PM
[spoiler=On Hit Points]Each creature has a hit point maximum, which is the total of its Hit Die rolls (or the average of those rolls), its Constitution score, and any other modifiers.[/spoiler]
[spoiler=On Actions in Combat]Bull Rush:
You shove a creature 5 feet, provided it is no more than one size category larger than you, by making a successful Strength check contested by that creature’s Strength check or Constitution check (the attacker chooses the ability).

Charge:
You can move up to half your speed and make a single melee attack.  You cannot move any farther in your turn.

Grapple:
Using at least one free hand, you try to grab and hold a creature no more than one size larger than you by making a successful Strength check contested by the creature’s Strength check ...
Posted by: WotC_Rodney on May 2, 2013 at 10:24:04 AM
You've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever D&D Next questions you're asking.

There are certain business and legal questions we can't answer (for business and legal reasons). And if you have a specific rules question, we'd rather point you to Customer Service, where representatives are ready and waiting to help guide you through the rules of the game. That said, our goal is provide you with as much information we can—in this and other venues.

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1 With skills as an optional add-on, will characters not using the skill system be playable at the same table as characters who are?

Right now, we’re thinking that using the optional

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Posted by: Rhenny on Apr 27, 2013 at 01:27:34 AM

We continued our adventures from where we left off last session using level 2 PCs

Rynlore Human Paladin (warden/minstrel)
Jaden Human Greatweapon Fighter
Elifar Wood Elf Ranger (Brute Hunter) – DM PC for tonight’s session

The party had previously escaped from the sewers after encountering wererats.  Resting a night at Wrafton’s Inn, they healed and refreshed (leveled from 1st to 2nd level) and they were also able to procure 6 silvered arrows from the Great Shop merchant.  Then the adventurer’s crept back down into the sewers to continue exploring and ultimately find the wererat lair and Edgar Scrope’s map.

They explored a northern passage and Elifar was able to sneak up on a carrion crawler that was feasting on a rancid humanoid corpse.  After

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Posted by: WotC_Rodney on Apr 25, 2013 at 09:08:07 AM
You've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever D&D Next questions you're asking.

There are certain business and legal questions we can't answer (for business and legal reasons). And if you have a specific rules question, we'd rather point you to Customer Service, where representatives are ready and waiting to help guide you through the rules of the game. That said, our goal is provide you with as much information we can—in this and other venues.

____________________________________

1 How much gold should a new character created above 1st level have?  How many and what kinds of magic items should they have?

The game balance answer is: starting gold and equipment

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Posted by: crazy_monkey on Apr 19, 2013 at 12:44:20 PM

Why don’t you start off by telling us a little bit about you and your history with D&D, what you're playing now, and anything else you want people to know about you?

I did not start off as a gamer. I was a science-fiction fan as a kid: Star Trek, Space 1999, Star Wars, Outer Limits, and atom-age stuff from the prior two decades. The closest I'd gotten to fantasy was watching the movies of Ray Harryhausen, and reading Edgar Rice Boroughs and a copy of Edith Hamilton's Mythology.

When I became one of the legion of middle-school boys who made D&D a fad in the early 80's, I wasn't looking for a wargame or a simulation of Tolkien or anything. I think, more than anything, what sold me were the Skeletons, which called to mind the amazing sequence in Jason and the Argonauts, and the

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