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10 months ago ::
Aug 23, 2012 - 7:05AM
#11
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Date Joined:
Feb 23, 2008
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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
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Date Joined:
May 24, 2012
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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
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Date Joined:
Jul 28, 2011
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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
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Date Joined:
Aug 25, 2007
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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
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Date Joined:
Jun 22, 2012
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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
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Date Joined:
Jul 31, 2007
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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
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Date Joined:
Jun 22, 2012
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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
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Date Joined:
Jul 31, 2007
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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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