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13 months ago ::
May 26, 2012 - 5:08PM
#31
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- No random hit points, please!
- Give Fighters more options, or explicit bonuses to improvised manuevers (grapple, disarm, etc)
- Give Advantage for flanking to allow rogue sneak attack (maybe only allow rogues to get advantage from flanking? i'm not sure here.)
- Backgrounds need a little better "baseline". They come with a generally specified set of skills/perks, but not all skills are equally useful. The Rogue background skills, from Commoner, are trash. I'd recommend some sort of 1/2 skill value, where some skills are only really worth 1/2 a slot, and so they get two lesser skills. I think the Knight background actually shows this reasonably well, where the pretty lame (though fluffy!) Heraldric lore is also paired with the lame (but fluffy!) Knights Station benefit. I think the Priest and Sage backgrounds are nice baselines. Four pretty decent skills, and a nice fluffy benefit. The Soldier would be perfect if it had one more skill (maybe Athletics?).
- Human's deserve a bonus, or other races need penalties (which I'm not actually advocating).
I do think the weapons and armors need some love, but I'm not looking at them directly as rules yet.
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13 months ago ::
May 26, 2012 - 5:17PM
#32
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I like most of what I see, but what I would improve:
1. I agree that there needs to be some penalty for moving through a threatened square. Someone else suggested an extra 5 ft of movement or you get an OA.
2. Armor needs to be looked at. Why would I buy Ringmail? It's more expensive and inferior in all ways to studded leather. If I have even a 12 dex, a Chain Shirt is superior to Chainmail, etc.
3. Ray of Frost seems like it could be boring/abused. It would make it difficult to have set up a big brute fight - the wizard would just lock it down every round while everyone else just throws ranged attacks.
4. It may be too early to tell, but it seems like cantrips and minor spells other than magic missile should scale somehow. At higher levels, shocking grasp and burning hands should still be solid attacks.
5. It looks like rogue sneak attack damage will scale too quickly if it just keeps adding like it does. Also, it might be difficult for a creature other than halflings to be stealthy enough. The halfing can hide behind his buddies for sneak attack every round.
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13 months ago ::
May 26, 2012 - 5:33PM
#33
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Date Joined:
May 26, 2012
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I feel like people are getting way to worried about armor. Look at the points about attributes. 10s are average human, 18s are peak human, anything between that and 29 are monsters 30 and up are gods and demi gods. Stat growth doesn't seem like it'll be the same in this edition. I think the armor rules fit very well for the flavor and for practical use. The rogue is currently sitting at 15 armor and it'll take him a while into playing to get any higher than that.
This is all speculation from reading how they worded the stats and the DC catagories. I feel like PC's will be getting a lot less stat boosts in this edition. The DC section even makes it seem that way. I mean if you roll a 27 you are a completing a task that only a demigod can do, as per what the rules for DC's say.
I understand why you are conserned but if you read the flavor of the rules I think you'll see that I won't be that big of an issue.
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