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Sticky: Constructive FAQ thread: Playtest Packet 2
9 months ago  ::  Sep 17, 2012 - 1:39PM #61
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,743
Thieves Cant isn't misnamed at all. The real world thieves cant was the language of more than just thieves. Peddlers, fences, gamblers, whores, beggars and anyone else with ties to the underworld would know a bit of Cant.

It may be misapplied, however.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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9 months ago  ::  Sep 17, 2012 - 3:19PM #62
Felandria
Date Joined: Sep 1, 2012
Posts: 14
Will this finally be the edition where Enlarge Person  is changed?

Maybe an improved version as a higher level spell that grants the other size bonuses? 
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9 months ago  ::  Sep 21, 2012 - 3:17AM #63
man.of.tomorrow
Date Joined: Sep 20, 2012
Posts: 41

Aug 14, 2012 -- 11:56AM, anjelika wrote:


5. Thieves Cant.  Would this not be better served as a background?  Also, as it stands 'among thieves' is wonky wording.  If it is -not- to be moved, 'among rogues' would serve better.




I agree, thieves cant as a class feature seems a bit misapplied.
Especially if there are "schemes" that are not based in the 'thief' archetype (the "Investigator" for example)
I think they should make it a background option - or an extra language (though rules for making languages don't seem to be there).

Btw am I the only one that finds the word "scheme" for the Rogue, a bit in bad taste?? 
It reminds me the 3 stooges: en.wikipedia.org/wiki/Scheming_Schemers 
I think "Specialty" would be a better name for the rogue sub classes and maybe name the specialties something else.

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6 months ago  ::  Nov 28, 2012 - 12:48AM #64
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,524

Aug 14, 2012 -- 11:56AM, anjelika wrote:

1.  Hold Person spell.  The wording of Hold Person seems to indicate that any creature, regardless of Hit Die or Hit Points, can be made immobile for 1 minute (10 rounds) with no save, as the save indicates that only the -paralysis- effect is listed.


The target of a Hold Person spell must now make a Wisdom saving throw to avoid being paralyzed.

Aug 14, 2012 -- 11:56AM, anjelika wrote:

5. Thieves Cant.  Would this not be better served as a background?  Also, as it stands 'among thieves' is wonky wording.  If it is -not- to be moved, 'among rogues' would serve better.


The Thieves Cant class feature is no longer part of the Rogue and is now a Guild Thief Background trait instead.

Aug 14, 2012 -- 11:56AM, anjelika wrote:

6. Fighter Pregen Longbow is missing an attack modifier, and short sword appears to be using incorrect stat (STR instead of DEX for a finesse weapon).


The Human Fighter Pregen no longer use a Shortsword but a Longsword and his Longbow damage now factor his Dexterity modifier.

Yan
Montréal, Canada
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6 months ago  ::  Dec 10, 2012 - 12:18PM #65
Slimbokid
Date Joined: Jul 24, 2012
Posts: 8
 I found the expertise dice section confusing. While I understand the system now, I was very confused by the phrase "spend an expertise dice". Spending to me implies a a system whereby you use up a finite amount of something. To me, it should have simply said "roll an expertise dice" maybe this is nit-picky but I spent a long time trying to figure out how exactly you "spend" a die. I was trying to figure out how many dice you get per day, and when you get them back and then what what kind of dice are they. (I saw the 1d4, 1d6, 2d6, etc. and thought you had to roll that to see how many dice you get similar to hit dice.) 

Then before I saw the maneuver PDF I didn't even know what they were for! (Like if they're only used for maneuvers... why aren't they just called maneuver dice?) Am I taking crazy-pills??
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6 months ago  ::  Dec 11, 2012 - 6:18PM #66
Jordan175
Date Joined: Jul 21, 2011
Posts: 86

Dec 10, 2012 -- 12:18PM, Slimbokid wrote:

 I found the expertise dice section confusing. While I understand the system now, I was very confused by the phrase "spend an expertise dice". Spending to me implies a a system whereby you use up a finite amount of something. To me, it should have simply said "roll an expertise dice" maybe this is nit-picky but I spent a long time trying to figure out how exactly you "spend" a die. I was trying to figure out how many dice you get per day, and when you get them back and then what what kind of dice are they. (I saw the 1d4, 1d6, 2d6, etc. and thought you had to roll that to see how many dice you get similar to hit dice.) 

Then before I saw the maneuver PDF I didn't even know what they were for! (Like if they're only used for maneuvers... why aren't they just called maneuver dice?) Am I taking crazy-pills??




You have a finite amount- they just reset at the end of your turn.
Spending a die means roll it and use the result for a particular maneuver (be sure to declare the maneuver first!)
No, that list shows exactally what your expertise dice are- If it says "2d6" at your level, then you have two 6-sided dice avaliable.

"Ha! Rock beats scissors!"
"Darn it! Rock is overpowered! I'm not playing this again until the next edition is released!"
"C'mon, just one more."
"Oh, all right..."
"Wait, what is that?"
"Its 'Dynamite' from the expanded rules."
"Just because you can afford to buy every supplement that comes out..."
"Hey, it's completely balanced! You're just a bad DM for not accommodating it."

Spoiler: Show
RPGs are getting more popular, and whenever something gets more popular, it inevitably changes, usually becoming more palatable to the masses. Nintendo is the perfect example. In the old days their games coined the term "Nintendo hard" to extend play time, but they knew their fans were dedicated enough to play anyway. Now they mostly make stuff a five year old can master. That's not necessarily bad, though. Most of those old Nintendo games were infuriating. Likewise, a lot of old RPGs were too complex and irritating for the average person to really get into. Rules light systems are going to get more popular as more people enter the hobby, simply because the new people aren't bound by nostalgia, and would rather play something easy and fun than something that takes a huge amount of effort to learn.
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6 months ago  ::  Dec 14, 2012 - 4:46PM #67
redwyng
Date Joined: Jun 21, 2009
Posts: 5
It's pretty unclear to me how Hurricane Strike is supposed to function - when you spend an expertise die, do you roll it?  How is the saving throw calculated - is it 10 + your strength, 10 + your wis, 10 + the expertise die roll?  I'm guessing no rolls are involved as the text doesn't tell you at all how it works if multiple dice are spent.

As well, can a single melee attack activate multiple effects, and can the player choose the order that they activate?  I am thinking of the case where a monk could successfully connect with an attack, use stunning strike, and apply hurricane strike all to the same attack.  As a stunned creature automatically fails any strength saving throws, this would translate to an automatic successful Hurricane Strike, right?
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5 months ago  ::  Dec 22, 2012 - 12:16PM #68
FluxPoint
Date Joined: Sep 26, 2012
Posts: 262
If you spend the dice for hurricane strike, you do not roll it for damage.
so let's say you spend one die. If you hit, you do normal damage (without that die that you spent to do the hurricane) but the target must make a str save.

Now, if you have three dice and you only spend one on hurricane, you could apply the other two to damage. But the 'one' is used for the hurricane and thus not available for damage (or to parry or anything) until the beginning of your next turn when all dice become available again.

If a creature can't make a saving throw, that means it fails those saves and so yes that would be true.  If you Stunned, it says this in how to play.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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5 months ago  ::  Dec 28, 2012 - 8:52PM #69
Scald
Date Joined: Nov 5, 2012
Posts: 125
Greater Teleport:

The table displayed in the spell description is not formatted correctly. While there should be a column for "on target", "off target", "similar target area" and "mishap" there is instead no "on target" column and the "off target" column displays  what the "on target" should display. The "similar target area" displays two sets of numbers, supposedly containing both the correct "similar target area" roll-range as well as the "off target" roll-range. The "mishap" column is displayed correctly.
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5 months ago  ::  Jan 07, 2013 - 3:15PM #70
kezzek
Date Joined: Jun 22, 2008
Posts: 1,198
Is Mithral Scale supposed to be Mithral Chain?  There seems to be a problem with the equipment table and the magic item compendium. 
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