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							<channel><title>New Posts For Thread: 4 Players Tomb of The Mud Sorcerer Playtest</title><link>http://community.wizards.com/go/thread/view/75882/29616503/4_Players_Tomb_of_The_Mud_Sorcerer_Playtest</link><description>I have just finished the secons session on this playtest, and i think i can now give a proper feedback. It's going to be a wall of text, so i'll divide it into chapters for easiness of reading.Character Creation:4 Players: Human monk, Dwarf warrior,</description><item><title>Couldn't agree more Siddown.  As for rogue feeling restrictive, that's definitely the case.  They should keep skills and rogue talent separate, or reduce the skill that comes with it to 2 and give 2 free skill selections.Can't comment on the monk jus</title><link>http://community.wizards.com/go/thread/view/75882/29616503/4_Players_Tomb_of_The_Mud_Sorcerer_Playtest?post_id=528060255#528060255</link><description>Couldn't agree more Siddown.  As for rogue feeling restrictive, that's definitely the case.  They should keep skills and rogue talent separate, or reduce the skill that comes with it to 2 and give 2 free skill selections.Can't comment on the monk jus</description><pubDate>Mon, 14 Jan 2013 19:44:42 -0600</pubDate></item><item><title>SebastianJ,I think you might be missing Spoletta's point.  Having the DM do a bunch of additional work to counteract a single class is very counter productive.  When you have to create a completely different encounter because one of the players has a</title><link>http://community.wizards.com/go/thread/view/75882/29616503/4_Players_Tomb_of_The_Mud_Sorcerer_Playtest?post_id=528043101#528043101</link><description>SebastianJ,I think you might be missing Spoletta's point.  Having the DM do a bunch of additional work to counteract a single class is very counter productive.  When you have to create a completely different encounter because one of the players has a</description><pubDate>Mon, 14 Jan 2013 09:32:59 -0600</pubDate></item><item><title>Adventures, especially the published ones, might not always be a perfect fit for a particular gaming group's capabilities without some tweaking.  If the Mud Sorcerors' Tomb lacks credible challenges to a party with a monk, then this is a problem with</title><link>http://community.wizards.com/go/thread/view/75882/29616503/4_Players_Tomb_of_The_Mud_Sorcerer_Playtest?post_id=528041071#528041071</link><description>Adventures, especially the published ones, might not always be a perfect fit for a particular gaming group's capabilities without some tweaking.  If the Mud Sorcerors' Tomb lacks credible challenges to a party with a monk, then this is a problem with</description><pubDate>Mon, 14 Jan 2013 08:08:50 -0600</pubDate></item><item><title>That is my problem. I know i can easily shut him down, but to do so i have to purposefully design my situations around it. When a single class forces me to do this then i don't consider that class to have a good design.</title><link>http://community.wizards.com/go/thread/view/75882/29616503/4_Players_Tomb_of_The_Mud_Sorcerer_Playtest?post_id=528035747#528035747</link><description>That is my problem. I know i can easily shut him down, but to do so i have to purposefully design my situations around it. When a single class forces me to do this then i don't consider that class to have a good design.</description><pubDate>Mon, 14 Jan 2013 02:54:28 -0600</pubDate></item><item><title>also, with the monks teleport remember, they must use their entire movement for the round, and can go no more then 30'</title><link>http://community.wizards.com/go/thread/view/75882/29616503/4_Players_Tomb_of_The_Mud_Sorcerer_Playtest?post_id=528035383#528035383</link><description>also, with the monks teleport remember, they must use their entire movement for the round, and can go no more then 30'</description><pubDate>Mon, 14 Jan 2013 02:10:04 -0600</pubDate></item></channel></rss>
