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10 months ago ::
Aug 06, 2012 - 1:25AM
#1
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Legends and Lore: Playtest Update, Part 2 Mike MearlsBack on June 25th, I shared a list of the key issues that arose from the first round of testing. Let’s see where we are with each of them for the upcoming packet. Fighter Options Surprise Critical Hits Resting and Healing Skills  Talk about this article here.
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10 months ago ::
Aug 06, 2012 - 1:25AM
#2
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General responses from this thread [upto post 77]:
Combat Superiority
Fighter Changes • Forumers are looking forward to what Combat Superiority looks. • Good summary of what the feedback about the Fighter is, and how this feedback inspires the changes.
Tactical and Narrative • Forumers seem patient and understanding with “tactical and narrative rules modules” being “the back-burner”. • But these modular options remain vital for some players.
Surprise • Forumers give mixed responses to changes. • Determining who is surprised remains unclear. Free Round versus Initiative Modifier • Most forumers prefer an initiative modifier, and dislike an extra free round. These forumers specifically dont want the surprisers going twice in a row. • Some forumers like the −20 penalty to initiative checks of those who are surprised. • Suggestion: Make this penalty −10 to initiative checks. • Suggestion: Use a disadvantage to initiative checks of those who are surprised, rather than a penalty. • Suggestion: Use Perception check (defacto Perception is saving throw versus invisibility, illusion, and so on) to determine surprise, whether characters are unaware (surprised) or aware (unsurprised). • Suggestion: Those who fail the Perception save roll initiative at a disadvantage or some penalty.
Ambush • Suggestion: Preparing an ambush grants an advantage or bonus to initiative.
Critical Hits • Most forumers like the way crits work now, simply dealing max damage. • It seems to depend on playstyle regarding dice: those who prefer set simple values versus those who prefer random dice values. • At least one forumer dislikes how a crit removes the ability to roll dice. Resting and Healing Options for Long Rest • Most (all?) forumers like having various options concerning the long rest. • “Reset” versus “gritty” - both are good options. • Suggestion: Also add options for frequency of long rests: “once per day” (as a 7-hour sleep) versus several times per day (as a 1-hour rest). Hit Dice • Most forumers like having enough healing to avoid “healbot” Clerics. • Most forumers like the hit-dice healing mechanic. • Some want a nonrandom average as an option instead of rolling hit dice. • Some forumers express concerns about “single digit” hit points making heroes too fragile, and unable to persist for more than one encounter. Skills
Set List of Skills • Most forumers express concern about “a set list of skills” for “when creating backgrounds”, and give mixed responses. • Some forumers like freeform skills, the way they already are in Playtest 1. • Other forumers like the structural design that “set” skills represent. • A set list of broad skills seems good for organization. • But many forumers like the absence of a set skill list. • A set list of skills clutters the character sheets. • There still needs to be narrow skills that give bonuses to specific kinds of skill checks, without broad bonuses. • Skill bonuses need to remain disconnected from specific abilities. • For many, the skill system is one of the best features that 5e has. Dont mess it up. • Suggestion: Make “set” skill list just examples of skills. Those who like freeform continue to add new skills, those who like predefined dont. • Suggestion: Make the “set” skill list broad categories of skill checks, but let narrow categories for a specific skill check remain unlimited. Rogue Trained Skills • Forumers give mixed responses to +3 Rogue skill bonus. • Some forumers like seeing the Rogue as a “skill monkey”. • Other forumers dislike a single class being in control of an entire pillar of the game. • Do skillful Wizards need to multiclass as a Rogue? It seems wrong. • The blanket Rogue skill bonus as an unhelpful complication to fix the lack of Perception. • Suggestion: The mental ability of Wisdom for “quick thinking” and “cunning” is important for the Rogue, and the Rogue class should embrace Wisdom as a secondary ability.
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10 months ago ::
Aug 06, 2012 - 2:32AM
#3
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Date Joined:
Aug 22, 2007
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1) Tactical and narritive cmbat is being held back until Combat Superiority is tested. Okay.
2) Surprise rounds instead of suprise penalties. Cool.
3) Critical Hits are the same. Okay, I never ad a problem with them. Personally I hated the dice multiplier version as it often gave me natural 1s and 2s.
4) HPs are lowered across te board. Maybe it with use 3e's HD+Con mod rather than 4e's HD+Con score. Channel Divinty grants heals. Cool. HD stay. Cool. Resting has a dial to match how the group wants it. Ah DUUUUUUUUUH! I'm surprised it took so long to say and I apologize in advance if it was said earlier.
5) Sounds like we are getting te 3E skill list with Hide and Move Silently combined into Stealth, Spot, Search, and Listen combined into Perceprion. and all the Lore skills named. Cool and expected.
The rogue thing I can't understand until I get some coffee. Can someone explain?
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
Constitution Based Class for Next!
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10 months ago ::
Aug 06, 2012 - 2:53AM
#4
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Date Joined:
Oct 27, 2007
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The rogue thing I can't understand until I get some coffee. Can someone explain?
It can mean 2 things;
-the rogue can choose to use the +3 given by the skill or the flat ability modifier, whichever is higher
or
-the rogue can choose the +3+ability modifier or a flat +3, whichever is higher
If the first is true this will have repercussions on how skills work for all classes and that skill checks become harder for those that could add them before. If so, it will flatten the math moer and I do think it might work.
personally I think they meant to say the second option.
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10 months ago ::
Aug 06, 2012 - 4:35AM
#5
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Date Joined:
Jan 29, 2005
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I REALLY dislike the rogue change. I've felt their other changes have been a step forward, but the rogue change of +3 or ability mod is a bad call. I get what WotC is trying to do, but this isn't a good solution. Rogues will have effectively a minimum of 16 for every ability in which that have a trained skill in. Lots of room for munchkin'ing of abilities with that.
Finding traps should be the better of int or wis, and other skills could use the better of multiple abilties for their associated actions.
Magic Dual Color Test
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10 months ago ::
Aug 06, 2012 - 4:41AM
#6
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Date Joined:
Oct 14, 2003
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The rogue thing I can't understand until I get some coffee. Can someone explain?
It can mean 2 things;
-the rogue can choose to use the +3 given by the skill or the flat ability modifier, whichever is higher
or
-the rogue can choose the +3+ability modifier or a flat +3, whichever is higher
If the first is true this will have repercussions on how skills work for all classes and that skill checks become harder for those that could add them before. If so, it will flatten the math moer and I do think it might work.
personally I think they meant to say the second option.
I'm curious if this will be a replacement for their 'No less than 10' mechanic, ot if it is in addition to it. If it is in addition to, the minimum a rogue could roll on their skill check would be 16, which is pretty impressive (perhaps too much so).
Regarding critical hits, I would like to see the player get a choice of the critical hit effect, with max damage being the default option, and maybe have one or two more options depending on class, or theme, or maybe one for each. For example, a rogue could have an option to either maximize damage, or to have their next attack against the target have advantage, or a Guardian could make the target have disadvantage on their next attack roll.
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10 months ago ::
Aug 06, 2012 - 4:57AM
#7
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The Rogue change makes no sense, unless they've changed skill checks into d20+3 (skill training), which would make skill training useless for any character who already had a 16+ ability score, and based on the wording of this article a penalty if you have an 18+. I think they were talking about doing this a while ago. It was a bad idea then, and it's a bad idea now. The same task could be either an ability check (if you're not trained), or a skill check that works differently (you don't add mod) if you are.
If they haven't changed the way that skills work, then it's still a bad idea. It implies that Rogues get to roll 1d20+3 OR ability mod, whereas everyone else is rolling 1d20+3+ability mod.
Another way of reading it is that if the Rogue has a low mod, they would roll 1d20+3+3 (2X skill bonus). Which is just clunky. And I feel like this is probably what they're trying to say.
Is this just the designers trying to justify their stupid 8 Wis pre-gen? Just accept the fact that Rogues can't dump Wis, or give certain schemes a class feature that lets them use Int. Also, not all Rogues need to be trap-monkeys. If you want one that is, choose a build that uses Wis or can sub Int for it.
Looks like I'll be using the skill system from 13th Age for my games if this ends up in the final game.
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10 months ago ::
Aug 06, 2012 - 5:04AM
#8
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Date Joined:
Sep 19, 2006
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I'd like to see some rules that allowed a player to swap the extra damage or (max damage) in lieu of placing conditions on the target.
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10 months ago ::
Aug 06, 2012 - 5:06AM
#9
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I REALLY dislike the rogue change. I've felt their other changes have been a step forward, but the rogue change of +3 or ability mod is a bad call. I get what WotC is trying to do, but this isn't a good solution. Rogues will have effectively a minimum of 16 for every ability in which that have a trained skill in. Lots of room for munchkin'ing of abilities with that.
Finding traps should be the better of int or wis, and other skills could use the better of multiple abilties for their associated actions.
i agree. it is a dumb solution to the rogue perception issue.
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10 months ago ::
Aug 06, 2012 - 5:19AM
#10
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Date Joined:
Dec 21, 2005
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1. New Fighter mechanic to be tested. Cool. I hope they also added some sort of out-of-combat option for Fighters, as that was the only class that had none available.
2. The Surprise Round sounds a lot less clunky than the -20 to initiative.
3. I'm pretty much indifferent to Crits, so, okay. (Although I like Khopesh's idea above)
4. Lower HP, lower damage. Sounds good in general. I wonder how they are lowering damage output for characters, though? Maybe getting rid of some of the dice increases for weapons?
5. Skill list. Okay. I hope there is no Perception skill, though. For example, just use Wis or Int + Sneak to spot someone hiding. I think people are much better at spotting the stuff they have some training in, because those are the details their brains automatically note and process.
6. Like others on here, I had to read that several times to get it (maybe). I think it means that if the Rogue has an attribute bonus of less than +3 on a skill check, she gets to use a +3 in place of her attribute bonus. It does seem clunky to me, but I'll give it a playtest.
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