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13 months ago ::
May 25, 2012 - 9:39PM
#1
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Date Joined:
Aug 31, 2004
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the initial playtest has been interesting , but far from perfect. so let's start giving honest opinions of what needs to be reworked.
my top five:
5) spell ranges are way crazy. 1oo feet for the majority of them, could we knock them down a bit 80 seems like a realistic range.
4) magic missile as a cantrip. should be made into a minor that does 1d6+ magic number.
3) i'd liker to see spell components eliminated. (material ones anyways .)
2) a better variant on critical hit gamage..max damage is so anti climatic.
1)bnetter math in describing how you determine attack and magic level bonuses.
those are my thoughts so far. -star26
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13 months ago ::
May 25, 2012 - 10:03PM
#2
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Date Joined:
Jan 18, 2012
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I'm with you on material components there!
0. General design ethos. * Verbal/ Somantic / Material for spells * Vancian Magic as default/only wizard option. * Unbalanced classes Fix? Start over please with a fun balanced core instead of a 1e clone.
1. 12 hours of unconciousness with your companions tending to your wounds is less effective (1hp) than 5 minutes of bandaging yourself up (hit dice hp). PCs should be able to aid a friend back to health. Fix: 5 minutes out of combat with a friend bandaging you and caring for you allows you to get the benefits of a short rest. Same fix to long rests.
2. Hit-dice mechanic too swingy. My fix? As an option at character creation for those that want it you can choose to have your hit-dice random or as a permanently set number. 1d4 = 3hp 1d6 = 4hp 1d8 = 5hp 1d10 = 6hp 1d12 = 7hp (max roll on dice / 2 , + 1)
3. GP = HP. My fix? Healing kits are free to make, but take a day to scavenge the components with a skill check. A healer-theme can make three in an hour.
4. A drunk with advantage is just a character with 1d6 damage reduction! Fix: Intoxication gives -2 penalty in addition to disadvantage.
5. Monster design & spell design requires lots of page flipping. My fix? If a monster has a power list the effect there too, don't just say "monster has spell x". If a spell has an effect give the conditions of that effect in the spell itself (shield spell grants 3/4 cover - but I need to flick t the rules to 3/4 cover to figure out what that does).
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13 months ago ::
May 25, 2012 - 10:04PM
#3
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1. Armor Class for Heavy Armor seems goofy -- not enough incentive for anyone to wear it at the current AC levels.
2. Some sort of action point/bennie mechanic would be cool to add.
3. Wizard's Shield spell should at least give +4 AC vs Ranged attacks.
4. Cleric healing seems too weak, and mostly useless as is.
5. Intimidate -- as it is now, is it a Cha vs Wis thing? Cha isn't something big scary ugly guys have much of.
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13 months ago ::
May 25, 2012 - 10:21PM
#4
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Hmm... in no particular order...
1) Rolled hit points. You're stuck with one roll for the lifetime of your character. That's frustrating. Replace with a flat system.
2) Armor only explicitly gives disadvantage to sneaking. Even recognizing the more freeform skill system that seems to be in this build of the game, there should be a line in there about disadvantage "for other ability checks that require unencumbered movement" or some such language.
3) With the caveat that I haven't actually run a combat with this system yet, it seems unrealistically easy for monsters to just walk around the fighter and get at the casters who are trying to hide behind him. Maybe marks and opportunity attacks are too complicated and maybe they're not, but I'd be reassured if I saw something to help the meatshields run interference.
4) I'd like to see a little more to differentiate some of the weapons. A rapier should not be identical to a shortsword but for cost.
5) The intoxicated condition definitely should not have a roll for damage reduction. That's just a bunch of rolls we don't need. Make it a flat -3 or something.
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13 months ago ::
May 25, 2012 - 10:23PM
#5
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Date Joined:
Feb 12, 2009
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4. Cleric healing seems too weak, and mostly useless as is.
Just want to make sure you checked the cleric of pelor's third level ability called healing touch. You know where he maxes every bit of healing he does. oh I made this potion it will give max hit points. Oh with one use of my med kit I will fix everyone up in this short rest. Any hit die you take as part of this rest are maxed. Any healing spell I drop will give the max hitpoints it can. At level 5 when I get cure mod (assumes that level 5 is when you get that spell) that will likely be like 20 HP no questions(assumes the 18 in stat and the idea of 2d8 as the die ammount). In the spells we have seen there is a spell the cleric of pelor can prep that is heal someone within 50 feet for 1d6 and then make an attack as well. no matter what that hands out 6 hit points to someone that may not be a bunch for the clerics and fighter, but for the rogue and wizard 6 HP guarunteed is not to shabby and it might be just enough to get the fighter or someone back in the game.
1. That said I think they need to clean up some language to make it less confusing.
As dumb as I think the misinerpretation of the reach weapon rules are it should be clarified that it doesn't permanently increase your reach but that it increases your reah while you are attacking on your turn.
2. maybe adding AOOs
I can't think of any more off the top of my head I'll take a look tomorrow night if I don't entirely lose track of this thread
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13 months ago ::
May 25, 2012 - 10:44PM
#6
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Date Joined:
Jun 10, 2008
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Only 5?
1) Define more explicit conditions for giving advantage and disadvantage (flanking, higher/lower ground, etc.)
2) Opportunity attacks, at the very least, if not full-on opportunity actions.
3) Swift/minor and free actions, instead of incidental actions.
4) AC values for heavy armor need to be bumped up (probably by +2 or 3). Hard to make too many math adjustments at this stage, but this one was obvious.
5) Someone who is not proficient with a weapon should never be able to cancel the disadvantage he gets from wielding that weapon (via an advantage). Non-proficiency needs to hurt.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched. My 4e Character Op work:Character guides
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13 months ago ::
May 25, 2012 - 10:47PM
#7
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Date Joined:
Aug 10, 2006
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1. Restoring all HD after an extended rest is fine, but you should not automatically regain all hps as well given the description of the 'below half hp'. I'd be fine with allowing regain of all hps if you are over half...
2. Yeah, the intoxicated thing takes 'feeling no pain' to an all new level - that needs work.
3. The move/action/move thing is fine for everything except melee. I don't really want the return of AoO's in general, but there needs to be a mechanic for breaking off from melee.
4. Comprehend Languages needs to be added to the spells that can be cast as rituals (as should most future utility spells as they are added).
5. (EDITED TO ADD A FIFTH) Apply disadvantage for armor to swimming and climbing in addition to stealth.
I'm pretty happy with the limited rules we've seen so far.
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13 months ago ::
May 25, 2012 - 11:40PM
#8
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Date Joined:
May 24, 2012
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1. Definitely get rid of the drunken damage resistance. The first thing noted by a friend of mine was that drunken fist fights (punch = 1d4) are never going to end.
2. Advantage/disadvantage. I love what you guys are trying to do here, but the proposal as is just seems too limiting. There is no room for smaller bonuses or penalties. And I certainly don't like that your level of skill determines how effective/hindering the advantage/disadvantage. Everyone should benefit equally from the same advantage.
3. Inflation. Just say no. Why is searing light and other spells doing so much damage compared to earlier editions? Any attempt to curb inflation will reduce the game's overhead and play drag.
That's about it for now. Tell you more after running it.
Help make Combat Mastery happen: If you like the idea of Combat Mastery, as outlined below, for fighters copy it onto your signature and add interesting combat maneuvers to the list. Two new examples could be throat punch or spit in eye.
Combat Mastery: When a Fighter performs combat maneuvers such as bull rush, disarm, sunder, trip, hip toss, eye poke, ball kick, hair drag, blind with sand, slide down banister, swing on chandalier, walk on barrel, use enemy as shield, interpose self in front of arrow trying to kill wizard, intimidate, pick up kobold by the neck, etc, the minimum die result is 10.
Fighter Combat Maneuvers: On a given round the fighter can bull rush, disarm, sunder, trip, hip toss, eye poke, ball kick, hair drag, blind with sand, slide down banister, swing on chandalier, walk on barrel, use enemy as shield, interpose self in front of arrow trying to kill wizard, intimidate, etc, in place of his/her move action. This is a nonattack action that might cause the fighter's opponent to be rendered prone, unarmed, blind for a round, etc, or otherwise grant the fighter advantage or his/her opponent disadvantage as the Fighter sees fit.
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13 months ago ::
May 26, 2012 - 12:20AM
#9
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Date Joined:
Feb 12, 2009
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1. Definitely get rid of the drunken damage resistance. The first thing noted by a friend of mine was that drunken fist fights (punch = 1d4) are never going to end.
1d4 + str so might do damage or you can roll a 4 on the damage and a 1 on the DR no matter what they would end. It might take forever but it would end. Have you watched a drunken fight. That is kinda how it goes. any problem posed by the drunken DR is counteracted by the fact that only is exploitable if you are drunk 24/7 you don't get drunk by drinking at the start of the fight you are going into. Alchohol doesn't work that fast. If your player's characters are running around hammered all the time then you should just start making them make checks for menial tasks, they have disadvantage to all attacks and checks.
"Oh you want to walk down the street gordamor?" "You have been drinking and maintaining level of intoxication for over a week now." "I'm gunna need you to give me a check for walking down the street" "lets make that a balance check" "And your second die roll is a nat one, awesome" "you make it five feet then fall straight on your face" "I roll a d4 of damage and get a 4, go ahead and roll your DR" "Oh you rolled a six so you didn't feel the hit"
From there you can just start asking for more and more checks as the DM can call for a check any time he thinks there is a chance of failure. You have been drunk for week straight. There is a chance of failure in everything you do.
Also dwarfs are immune to the condition unless it is created by non poison based magic.
although dialing it back to maybe a d4 of resist wouldn't be off the mark.
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13 months ago ::
May 26, 2012 - 12:34AM
#10
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2) a better variant on critical hit gamage..max damage is so anti climatic.
Lol, and rolling a 1 and getting below max damage on a crit in 3.5 isnt? That was WAY worse in my opnion.
My 5 are
1) Armor - This system needs to be reworked or at least explained. I'm so confused by their build on this.
2. Ray of Frost - Unlike magic missile, which most people are freaking out about, this is the spell I am concerned with. Turn after turn, keeping an enemy rooted in place? A smart group of players could EASILY break this 
3) Rolling for Healing - Since I have played 4th edition, I have come to see how a set amount of healing is more favourable to rolling it. I posted this in another thread that it's like selling something. If you sell it well, then you did your job. No one is happy, just content. If you roll well then it did what it was supposed to do. If you sell something poorly, then people are dissapointed. So rolling for healing only makes room for being dissapointed. There's no real GREAT result. So static healing just feel right.
4) ...wow I couldnt even make it to 5. I really like the design so far!
My two copper.
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