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Switch to Forum Live View ok, give five rules that needs to be tweeked so far.
1 year ago  ::  May 26, 2012 - 11:04AM #21
DasChemTeacher
Date Joined: May 25, 2012
Posts: 76
1) Long rest healing, armor, and intoxicated have all been discussed.

2) Crit hits. Throughout my playing time, we have done damage x2, extra attack, and double damage dice. Usually double dice. There is nothing like a fighter getting a crit only to roll double 1's. I wouldn't mind seening max + damage roll.

Magic Missile at 1d4+1 and auto hit has always been the way to go. Now with unlimited uses creates the issue.  The # of missles has changed.

Ray of frost does require an attack roll, and I didn't see anything about touch attacks. My mages are always bad at attack rolls with spells (but great with daggers and staves, go figure).

3) Hit points with level. Starting with Con + HD is a good way to start. I don't mind how they have it, but I always liked the HD+Con bonus.

4) Index - With any new set of rules an index is always helpful. Advantage is in the rule book many times.

5) Multiple sources for rules. While it is fine to have them on the char. sheets, it would be nice to have the casting and turning undead (class features) in the main pdf.

There are other things I would like to see, but I figure I will learn them when the char. gen. material is released.
I started playing D&D in the 80's. I've played D&D, 1e, 2e, and 3.xe (and many other RPGs). I also played Magic since it came out (except for a few years around the change of the millennium. I say this so you know a bit of my experience, not because I care about editions.
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1 year ago  ::  May 26, 2012 - 11:08AM #22
LanethanAK
Date Joined: Jul 5, 2008
Posts: 175

May 26, 2012 -- 10:35AM, TheCosmicKid wrote:

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May 26, 2012 -- 8:24AM, LanethanAK wrote:

Find that same creature asleep?  It is as easy (or perhaps easier) to kill than a goblin in one strike.



Isn't that the point of a coup-de-grace?  I don't care how big something is, if you unimpeded access to its carotid artery, it should be easier to kill than a goblin that's actively trying to avoid you.





You misunderstand me.  What I mean is that, it shouldn't be easier to kill the hulking brute while its asleep than it is to kill a goblin that is asleep.

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1 year ago  ::  May 26, 2012 - 12:02PM #23
TheCosmicKid
Date Joined: Sep 5, 2009
Posts: 769

May 26, 2012 -- 11:08AM, LanethanAK wrote:

You misunderstand me.  What I mean is that, it shouldn't be easier to kill the hulking brute while its asleep than it is to kill a goblin that is asleep.



I'm afraid I still don't understand you.  How is a sleeping goblin harder to kill than a sleeping ogre?  The same coup-de-grace rules apply to both.

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1 year ago  ::  May 26, 2012 - 12:03PM #24
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,865

May 26, 2012 -- 9:08AM, Thornir wrote:

May 26, 2012 -- 12:20AM, SleepsInTraffic wrote:

May 25, 2012 -- 11:40PM, shanelwalden wrote:

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. 


I am planning on having any torchbearers and porters I bring with me remain drunk and will constantly Dodge.  +4 AC, -1d6 damage.  Then they can carry my dead body home along with the treasure we collect.

One tweak to the Intoxicated condition is that it should grant Advantage to any opponent as well as giving you Disadvantage. 




how much does the torch bearer cost, how is he at stealth, how much does the alchohol needed to keep him drunk cost and weigh.  

Everyone claiming that people will remain blitzed all the time to reap some sort of benefit neglect the effects it has on every other portion of the character and the campaign in general.  The only way someone can walk around drunk all the time is if the whole group allows that to happen.  disadvantage at all tasks is freakin crazy, but it mkaes sense, and like I said the DM can always say you have been drunk for a week even menial tasks like opening a door have a chance of failure anything you try to do requires a check. 

Maybe some defined rules on alchohol would be good.

something like:

It takes a number of drinks equal to your con mod to cause a con save vs intoxication (DC set by specific beverage). so if you have an 18 con every 4 drinks you need to make a con save vs becoming intoxicated.

so lets say the drink you are drinking is beer lets make it a halfway decent beer and go with DC 12 for its dificulty.   
you have an 18 con
every 4 drinks you make a con save vs a DC 12

now add on to that a duration that is also drink specific beer will get you trashed for lets say 30 minutes when it finally gets to workin.

Now because no matter what you can always get drunk off anything if you drink enough fast enough we can make it so that if you drink enough fast enough there are negetives.

lets say every con mod drinks even if you pass you have a -2 to all checks vs alchohol/intoxication for the next (drink effect duration)

so an alchohol entry could look like:

Beer Cost:2 gold
DC 12
duration 30 minutes(300 rounds)

that means for a non dwarf with an 18 con they need 4 beers within 30 minutes to need to make a con save vs DC 12
if they pass they have a -2 to alchohol checks for the next 30 minutes if they fail they are intoxicated for the next 30 minutes.  All alchohol negetives to alchohol checks are removed once you become intoxicated.

Oddly enough this does make it potentially easier to stay drunk for a while since after the first failed save you will havve disadvantage for all subsequent checks that take place during your period of intoxication.  Hpwever it still takes 8 gold to even try to get drunk and with an 18 con you have a decent chance at staying sober to drive up the initial cost.  then it will continue to take 8 gold to keep extending it effectively in order to stay drunk all day long you would need(assumes 8 hours of sleep although that would possibly change) 64 gold a day minimum.

also some rules on how to make it so that staying intoxicated for to long makes you in fact pass out, maybe if you drink your con score in drinks while you are intoxicated you need to make a con save vs Unconsciousness. 

Or maybe you could play an actual character that isn't a **** and not try to game the system by being drunk all the time (unless your group is cool with it in which case go for it and don't worry about the afformentioned alchohol rules I just made up).   If you just want the porters to have DR all the time then just give it to them without making them drunk and disadvantaged at all times.  If everyone agrees to it then there is no problem with that.

You could also make up your own alchohol rules.  You may think it should work differently.  It never actually goes over how becoming intoxicated works so you can codify it all on your own. 

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1 year ago  ::  May 26, 2012 - 1:20PM #25
cerberuspuppy
Date Joined: Jan 5, 2005
Posts: 521
I actually like Magic Missle being a cantrip and crits being simply max damage.

That said, I'm sure I can think of at least five things that need tweaking.

1) Random hit points is a big no-no in my book. My character's max HP is too important to be left to chance.

2) I think that Sneak Attack should scale more slowly and that characters should get advantage (and thus Rogues would get Sneak Attack) from flanking.

3) I think they should codify Standard, Move, and Minor actions again. That's just too useful to pass up.

4) Monsters should have levels or CR or something that tells the DM which ones are appropriate for what level of party.

5) There needs to be rules for Bull Rush, Grapple etc, or at the very least Charge. I like the 4E charge rules.
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1 year ago  ::  May 26, 2012 - 1:28PM #26
LanethanAK
Date Joined: Jul 5, 2008
Posts: 175

May 26, 2012 -- 12:02PM, TheCosmicKid wrote:


I'm afraid I still don't understand you.  How is a sleeping goblin harder to kill than a sleeping ogre?  The same coup-de-grace rules apply to both.




Say, for example, a goblin has an AC of 12.  But there is a hulking brute creature with 200 hp with an AC of 10.  The hulking brute is easier to kill with a coup de grace than the goblin, because its HP isn't taken into account at all, simply how hard it is to beat its AC.

I admit it is a minor issue (and possibly a non issue) but I thought it was interesting.

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1 year ago  ::  May 26, 2012 - 1:56PM #27
TheCosmicKid
Date Joined: Sep 5, 2009
Posts: 769

May 26, 2012 -- 1:20PM, cerberuspuppy wrote:

3) I think they should codify Standard, Move, and Minor actions again. That's just too useful to pass up.



I'm inclined to agree.  Even if they cut back on the proliferation of minor and out-of-turn actions among most classes, the action budget should still be built into the core rules.

May 26, 2012 -- 1:20PM, cerberuspuppy wrote:

4) Monsters should have levels or CR or something that tells the DM which ones are appropriate for what level of party.



That puzzled me at first as well.  But I remembered reading in Legends & Lore or somewhere that they're looking at an "XP budget" system for encounters instead.  So the DMG might say that a 600-XP encounter is an appropriate moderate challenge for 5th-level PCs.  You could fill that budget with one 600-XP monster, three 200-XP monsters, or twenty 30-XP monsters.  These wouldn't all work in 4e, but with the flatter math of 5e they just might.

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1 year ago  ::  May 26, 2012 - 3:55PM #28
maplealmond
Date Joined: Nov 3, 2007
Posts: 302
Here's my five, from the actual playtest:

1.) Magic Missile looks problematic as a cantrip.  It might scale with the fighter -- we don't know how much damage the fighter will do at level 9 -- so I'm not worried about that.  But it's really good compared to shocking grasp, and it will quickly outpace other spells like burning hands.  I don't know if the solution is to make the other cantrips scale better, or if its to make magic missile a proper spell, but something feels... off.

2.) Either attacking needs to end your movement, or there needs to be some form of AoO for solid melee characters.  I'm fine with either.  AoO for "retreating only" would be much better than the giant list of AoO conditions in 3.5, and could be made much simpler than the mess of immediate actions a swordmage gets in 4e.  Anything to prevent PCs from breaking formation, running up, hitting a monster, than dashing back into formation.  As one player put it "everyone has spring attack!"  Yeah, let's not do that.

3.) We need clarification on the Defender feat.  Does it need to be called before or after the first die roll.

4.) The rogue needs some ways to get advantage, besides taking a standard action to hide.

5.)  Everything in the market place feels off.  So, hobgoblins have 2d6 silver on them as a rule, but there's a barrel of 60 spears which retail for 3 gp each, and they all carry scale mail at 50 gp each?  The armor section makes heavy armour feel useless compared to medium armor for anyone with even a moderate bit of dexterity.  The 1000 gp spyglass is a bizzare holdover.   Most importantly, the gp seems to be the default unit from the get go, which makes players crazy rich.

I know D&D isn't supposed to be simulationist, but it would be nice if the ecnomomy... for once in the many editions... came out with a basic outlining of typical wages available for various trade jobs (like the trade that the rogue can get) and let us translate money into our own terms.  What is a gp in 2012 dollars.  Is it like $100?  When you see a pile of copper coins, is that like a pile of pennies, or a pile of dollar coins?

Also, a section on looting and the local ecnomy would be nice.  When the party tries to dump 8 longswords and 60 spears looted from their adventuring, what happens?
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1 year ago  ::  May 26, 2012 - 4:29PM #29
edwin_su
Date Joined: Aug 25, 2007
Posts: 3,065
I see crit damage is often mentioned.
max damage isen't spectacular

my sugestion would be give all magic weapons effects that happen on a crit. 
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1 year ago  ::  May 26, 2012 - 5:02PM #30
Swivl
Date Joined: Apr 30, 2012
Posts: 2
Am I the only one happy with Magic Missile? I think it's great as a cantrip, and fits the game balance fine. The fighter, at first level, deals a minimum of 3 damage to everyone he attacks. Not hits, attacks. Keeping that in mind, MM cantrip makes sense.

On-topic, I don't have 5 yet. I haven't actually done the playtest, so something might come to me when I do. Oh, the math on medium armor makes it almost always useless. If those AC numbers can't change too much, then drop down light armor bonuses or drop medium armor altogether and give the half dex to heavy armor.
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