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Dungeons & Dra.. Playtest Packet Di.. My fixes for 5th edition from almost 30 years...
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Switch to Forum Live View My fixes for 5th edition from almost 30 years of D&D player/GM and professional game tester
13 months ago  ::  Jun 05, 2012 - 2:48AM #21
2LSan
Date Joined: Aug 22, 2007
Posts: 172

Jun 4, 2012 -- 10:09PM, Jancoran wrote:

How about Luck?  Charisma acting as a Luck stat? 

Gives you advantage once per use, can be done each time equal to your Cha modifier?




I say luck and action points.  Anything that give players more options to have fun is a good thing.

I also really like a lot of the points made by Xaelvaen, and I would like to thank you for including them here for us to read.  I've never been a fan of Vigor/Health; Armor/Body point system because I always thought that HP was sufficient.

However, now that I've read a lot of other posts from younger posters that are more used to a split health system, I think WoTC could do themselves a lot of favors by really considering a change in this regard.  Even running it as a playtest and letting the players tell them which system they like better. 

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13 months ago  ::  Jun 05, 2012 - 8:35AM #22
nukunuku
Date Joined: Dec 21, 2007
Posts: 349

One idea I really liked was using Wisdom for inititative.   It does help balance the Dex super-stat, and makes more intuitive characters better.   If you wanted to be more "realistic" (suffering a small level of complexity), use the highest of either Wisdom or Dex.  Wise, experienced people are less caught off guard the same way that people with good reflexes are.


The random hit points thing (is that even official?) doesn't seem like as big of an issue since they can print whatever they want but I'll still just give either max or 1/2 hit die each level and be done with it.  I hate randomly rolled HP so much I'll never, ever use it:  but some people like it and that's fine, too.  This is just one of those things where they can or should just create "modules" or something that you can tack on as a sort of standardized house rules:  things we all agree work or that add a certain flavor or balance or whatever and are completely optional.  In fact, hopefully they will use that model as a standard for how they publish additional materials - instead of the "everything is core" model where it was impossible to keep up and harder to remove something you didn't like since you had to find it first.


 In my mind, a fix for a rule has to follow one truism or it's not much of a fix:  it has to be simpler than the rule it replaces.  The thing I love most about 5.0 so far is that their rules tend to follow this path.  I think some of these suggestions don't do this. 

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13 months ago  ::  Jun 05, 2012 - 10:55AM #23
Kitton
Date Joined: May 31, 2012
Posts: 95
The silouhette system has Influence and Psyche as "charisma" analogues. The former is one's social skill bonus, the ability to get folks to see your way better, but the other is general 'happiness' and mental well-being. Lots of newbies often use it as a dump-stat, and I imagine a handful view "extra stat points in exchange for being angsty" as quite a bonus.

The reality of it, is that Psyche doubles as your luck rolls. When comes time to pick someone at random, roll off psyches, or work off the worst one. When there's a roll that's not covered by a specific skill? Psyche. Playing Slots? Psyche. "Is there anyone in this town that can  help me with X? and is he in town right now?" Psyche. It also affects your health.
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13 months ago  ::  Jun 05, 2012 - 2:13PM #24
lousypunk
Date Joined: Nov 12, 2011
Posts: 14
I actually really like the charisma = action points idea, and I think it is justifiable.  One of the traits of a "charismatic hero" is that sometimes they do something amazing that appears "effortless."  APs linked to charisma would make that happen.  (It would also play really well into a future Bard, as part of the "Jack of All Trades" thing they have going.  Instead of specializing in one thing, a few times a day the Bard can just do *anything* a little bit better/faster than anyone else.)
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13 months ago  ::  Jun 06, 2012 - 4:58PM #25
Archon007
Date Joined: Apr 21, 2004
Posts: 313

Jun 5, 2012 -- 2:13PM, lousypunk wrote:

I actually really like the charisma = action points idea, and I think it is justifiable.  One of the traits of a "charismatic hero" is that sometimes they do something amazing that appears "effortless."  APs linked to charisma would make that happen.  (It would also play really well into a future Bard, as part of the "Jack of All Trades" thing they have going.  Instead of specializing in one thing, a few times a day the Bard can just do *anything* a little bit better/faster than anyone else.)




Thanks. I thought it could be justified some what and it adds game balance to other stats.

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12 months ago  ::  Jun 07, 2012 - 5:25PM #26
Chaosrex
Date Joined: Mar 7, 2012
Posts: 146
Been playing since...a week, but it doesn't takes 25 years to see that there is something off with some ruling.

personnaly of my "tiny D&D experience" but "huge Wargames experience" having to roll to decide for you HP, is just lame...

You will always have the case of the lucky guy who makes a rogue or ranger and make max roll for Hit Die, and the guy who wants to roll for a pally and get nothing but low results...

This kind of things was one of the reasons why i never played a D&D game before 4th ed, its way too random, specilly in a game where you can play for months/years with the same character.

Naturally something can be done, and Constitution should matter in this, just not the Roll die and crosse fingers thing.

For the HP/Wounds, at first i though that it would be bothersome to keep track of it, after all you allready need to keep track of a ton of things during combat, so tracking the difference between Hp's and Wounds could be more bothersome then anything else, in this kind of situation its better to keep it simple.

I don't have a particullar though on how crits must be handeled, it can be a double dmg, or add 1DX dmg or even +50% dmg.

For the spell casting, to me its seems just outright stupid that a mage or even any other class who can cast spells is limited and then ends up with just his basic attack, or nothing at all...

The guy do  this for a living(or he lives for this, depends on how you see it), but off course there need to be some mechanic to prevents abuse and overpowering.

There is two ways i think you can look at it.

1) Aside for At-Wills, you can use an encounter power a total times of 1+ the half of your lvl, rounding to the inferior; exemple; a lvl 2 Wizard would be able to cast 2 times an encounter spell, same for a lvl3, but a lvl 4 gains one more use of it.

Like this you ensure that while at low lvl it stays balanced, the more you advance in a carreer, the better you get at casting your spells.

And all the 5 lvls, you gain an additional use of a daily during a combat, but once a daily's charge used, you can reuse it if you got an extended rest.

2) aside for daily's make everything else At-Will, just diminish some of the dmg output, one of the problems, is that the spells how they are can be pretty powerfull, and that why they are restricted, but if you tone them done a bit, just a tiny bit, then you can use them more often.

Lets say an encounter type or daily spell does 3D8 dmg, tone it down to 2D10 or 3D6 and allow for additional uses of it.

Nothing really particular to see about armors

As far as i'm okey with the CHA=Action points stuff, the Wise=Initiative is just...dumb.

You say Wise=perception...well no.

Some one can take wise decisions and still miss something happening or simply not noticing whats going on.

Someone with alot of Wisdom, is just that, Wise, he can take the right decisions and think through anaticaly, it doesn't mean that he Perceves stuffs around him better then someone else.

Someone good at Perception has good eyes/senses, simple as that.

But i agree that Initiative shouldn't be on DEX alone, a simple way is to add a CLass mechanic, depending on the class they get initiative bonus on some given Stats.

MY 4th ED char is a Revenant/Tieflin Infernal Blade, so i don't have much Dex, but i can take the Imperious Majesty wich allow me to take my CHarisma instead of my Dex for the Initiative rolls!

NOw give a similar feat for every kind of Stats, depending on the class, and you are good to go.

There a Cleric with high WIS, can use it for Init rolls, a Figther could use a mix of 13/ Dex and 2/3 Str, and vice versa for the rogue/ranger and so on.

For the AoO's i think someone engaged in melee with someone else as more difficulty's to go past him then someone who isn't.

Not necceserly let them locked in combat unable to move, and also not letting pass by without any kind of retribution.

A way of doing it, is when a melee engaged npc/pc want to get out of combat and run past his foe, by passing and adjacent tile, he gets an AoO OR the NPC/PC he his trying to get past can try to stop him and Tackle him, by making a Str VS  REF or VIG check or something else.

SO it would be like this, if an Orc try to get past the Cleric/FIgther, 1) The Cleric Figther let him through but he gets a free attack, 2) The deny him the occasion to past them and stay engaged togheter.

Thats just some of my thougts and how i see the game, feel free to do what you want with itWink
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12 months ago  ::  Jun 11, 2012 - 9:35AM #27
Archon007
Date Joined: Apr 21, 2004
Posts: 313
Chaosrex, you have some interesting points. I do like the idea of doing encounter powers based on level, but I think Wizards is trying to move away from that. But I do like the theory behind your idea.

The Wisdom for initiative is to help reduce the super stat of Decterity. As far as Wisdom = perception I did make that up it's in the game that to see or hear something  you make a Wisdom check.

I just used it to help justify why you could use WIsdom as initiative, because you can't act if you can't perceve it, or you act slower because of your low perception. But honestly, it's just a game balance suggestion to try and level out all stats. 
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12 months ago  ::  Jun 11, 2012 - 12:42PM #28
CoarseDragon
Date Joined: Jun 28, 2005
Posts: 369
Health and Healing:


To complex IMO. I don't think it needs to change.

HP

For Hit Points we give Max HP for three levels then you roll from there on out. We always felt that was fair for everyone and if they do not put that in the rules it will be our first house rule.
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12 months ago  ::  Jun 11, 2012 - 12:46PM #29
Archon007
Date Joined: Apr 21, 2004
Posts: 313

Jun 11, 2012 -- 12:42PM, CoarseDragon wrote:

Health and Healing:


To complex IMO. I don't think it needs to change.

HP

For Hit Points we give Max HP for three levels then you roll from there on out. We always felt that was fair for everyone and if they do not put that in the rules it will be our first house rule.



That's great if you only home brew games. We play (and thousands) play living games that need solid rules for all conventions and other living campaigns.

That's my goal with my feedback is to suggest things to make the core used rules better. I can fix any system with home rules, but that doesn't help when I go to a convention and they are using core rules

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12 months ago  ::  Jun 11, 2012 - 12:52PM #30
autolycus
Date Joined: Oct 8, 2010
Posts: 233

Jun 7, 2012 -- 5:25PM, Chaosrex wrote:

As far as i'm okey with the CHA=Action points stuff, the Wise=Initiative is just...dumb.

You say Wise=perception...well no.

Some one can take wise decisions and still miss something happening or simply not noticing whats going on.

Someone with alot of Wisdom, is just that, Wise, he can take the right decisions and think through anaticaly, it doesn't mean that he Perceves stuffs around him better then someone else.

Someone good at Perception has good eyes/senses, simple as that.




Well, the game itself belies this. It explicitly states that wisdom represents how attuned you are to your surroundings, how aware you are of the things around you. In this case they are using Wis in it's more zen-like definition, where wisdom represents how "present" you are - a measure of your ability to be in the moment, rather than lost in yourself. A high wisdom indicates that you are attuned to your surroundings and are able to take yourself out of the equation.

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