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Switch to Forum Live View Cleric and Rogue messed up still.
10 months ago  ::  Aug 23, 2012 - 7:05AM #11
SoylentGrn
Date Joined: Feb 23, 2008
Posts: 21
I agree, let a rogue be a sneaky dirty fighter.  I remember doing ANYTHING to get a backstab back in 1e and it was fun, of course the game was less tactical back then.

Say,  can anyone tell me why Diplomacy is charisma based?  I understand things like Bluff which is short term/immediate stuff but Diplomacy is normally a long term chess match.  Wouldn't the cunning of Wisdom be more appropriate? 
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10 months ago  ::  Aug 23, 2012 - 7:45AM #12
RichTown
Date Joined: May 24, 2012
Posts: 55
Yeah they need to divorce skills from attributes and let the dm and players determine on a case by case basis 
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10 months ago  ::  Aug 23, 2012 - 7:59AM #13
Dragonette
Date Joined: Jul 28, 2011
Posts: 648
Hi,

This discussion is a better fit for D&D Next General Discussion. I'll be moving it.

For guidelines on what to post where, please see this post:
Welcome to the Dungeon Master Playtest forum! (Please read before posting)

Thanks,

Monica
Monica
Wizards of the Coast Online Community Coordinator
A friendly dragon.
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10 months ago  ::  Aug 23, 2012 - 8:20AM #14
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,889
wel i have often played priests from 2nd edition onward and i can see the idea of priests with other hit dice and more casting or other options
but in my opinion this should depend on the god folowed.

so should the line  
Starting Hit Points: 8 + your Constitution modifier 

be changed into  
Starting Hit Points: see your domain 
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10 months ago  ::  Aug 23, 2012 - 6:36PM #15
AlmightyK
Date Joined: Jun 22, 2012
Posts: 544

Aug 23, 2012 -- 7:45AM, RichTown wrote:

Yeah they need to divorce skills from attributes and let the dm and players determine on a case by case basis 



umm... they have, thats the point

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10 months ago  ::  Aug 23, 2012 - 7:04PM #16
thewok
Date Joined: Jul 31, 2007
Posts: 798

Aug 23, 2012 -- 6:36PM, AlmightyK wrote:

umm... they have, thats the point



And in the last playtest package, they recoupled them to single attrributes.

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10 months ago  ::  Aug 23, 2012 - 7:08PM #17
AlmightyK
Date Joined: Jun 22, 2012
Posts: 544
they gave suggestions but you are still able to try things with different stats if you can explain how
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10 months ago  ::  Aug 23, 2012 - 7:20PM #18
thewok
Date Joined: Jul 31, 2007
Posts: 798

Aug 23, 2012 -- 7:08PM, AlmightyK wrote:

they gave suggestions but you are still able to try things with different stats if you can explain how



"Each skill name is followed by the name of the ability that is associated with the skill."

"A skill has an underlying ability. Your modifier when making checks using that skill equals 3 + the ability modifier associated with the skill."

It's not a suggestion anymore than it was in the previous editions.

It's very likely that this is just for testing, and it may be finalized so skills and abilities aren't intrinsicly connected.  I hope they do.  But, right now, it's back to the old way.
 

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