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8 months ago ::
Nov 08, 2012 - 7:50AM
#1
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Date Joined:
Jun 22, 2007
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In this week's D&D Next Q&A, Rodney talks about two-weapon fighting, fleshing out maneuvers for the fighter and rogue, and the at-will spell changes for the wizard.
Trevor Kidd Community Manager
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8 months ago ::
Nov 08, 2012 - 7:54AM
#2
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Date Joined:
Jun 17, 2010
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So it would seem that the current playtest packet is only one snapshot, where they have specific testing goals and isn't intended to exactly replicate a final intended design.
Fancy that.
D&D Next = D&D: Quantum Edition
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8 months ago ::
Nov 08, 2012 - 7:56AM
#3
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Date Joined:
Apr 12, 2008
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So it would seem that the current playtest packet is only one snapshot, where they have specific testing goals and isn't intended to exactly replicate a final intended design.
Fancy that.
You'd think that some of us would've pointed that out by now.....oh, wait...
In fond memory of Mark "Wrecan" Monack.
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8 months ago ::
Nov 08, 2012 - 8:02AM
#4
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Date Joined:
Mar 22, 2008
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So it would seem that the current playtest packet is only one snapshot, where they have specific testing goals and isn't intended to exactly replicate a final intended design.
Fancy that.
My God! It's almost as if........almost as if........we're in a playtest!
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8 months ago ::
Nov 08, 2012 - 8:08AM
#5
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Date Joined:
Aug 22, 2007
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Oh playtest. I thought it said playfest.
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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8 months ago ::
Nov 08, 2012 - 8:11AM
#6
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Date Joined:
May 24, 2012
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So it would seem that the current playtest packet is only one snapshot, where they have specific testing goals and isn't intended to exactly replicate a final intended design.
Fancy that.
Trully the best possible playtesting experience!
As I said to my friend Bob Goizueta, the only way to judge the success of a new product development is each element in isolation. That's the ticket!
The snowballing enthusiasm, the rosy forums... it's all coming up aces!
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8 months ago ::
Nov 08, 2012 - 8:18AM
#7
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Q&A Haiku Time! Sux edition... Two-weapon use sux!Presenting untrained use firstSpecialties later. Rogues as fighters sux!Testing the maneuvers first;Separate later. Level 0 spells sux!Simplified spell system first;Complicate later.
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8 months ago ::
Nov 08, 2012 - 8:19AM
#8
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Hey... You answered the most common complaints on the boards.  We can't complain about WoTC not hearing us anymore.  Ah, well, i'm sure we'll find more things to fight over soon.
guides
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago ::
Nov 08, 2012 - 8:20AM
#9
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Q&A Haiku Time! Sux edition...
Two-weapon use sux! Presenting untrained use first Specialties later.
Rogues as fighters sux! Testing the maneuvers first; Separate later.
Level 0 spells sux! Simplified spell system first; Complicate later.
They made it easy for you this time.
guides
Show
my builds
Show
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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8 months ago ::
Nov 08, 2012 - 8:30AM
#10
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Hey... You answered the most common complaints on the boards. 
We can't complain about WoTC not hearing us anymore.
Really? Because I didn't see anything addressing the general power level of maneuvers or how boring having half your levels gain nothing but HP is. Or how the Rogue is seriously weak compared to anything else, or how the skill system sucks for anyone who doesn't want to play magic tea party, or... well any concerns that I actually have.
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