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8 months ago ::
Nov 13, 2012 - 12:50PM
#131
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Date Joined:
Jun 17, 2010
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Yes, the "expertise mechanic" is interesting (and simple) enough that it could be used for every single class - that still doesn't mean I'm excited to see it used on every single class (that isn't a spellcaster). Honestly, maybe I'd be more excited if it was used on every single class, instead of "every single class (but not spellcasters)"
I hope they don't go that route, because I absolutely want to see a wholly at-will caster with an Expertise-like mechanics.
Hmm I was thinking such a thing would be useful for when we see the Swordmage or various gishyness
I was more thinking an Elementalist-style PEWPEW caster. Either that or the idea a while back to use XD for the Psion, to emphasize its difference from arcane casters.
D&D Next = D&D: Quantum Edition
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8 months ago ::
Nov 13, 2012 - 12:51PM
#132
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Date Joined:
Sep 30, 2008
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I'm going to avoid bitching about the dumb alignment restriction and point out some things I think are missing from the monk. Composed attack should be there. Parry and protect are things monks should be able to do with quarterstaffs. I'm sure there are others too. Also, it seems to me a lot of monk weapons are missing. They probably should have just gotten finesse weapons. Why is there a katana weapon that monks can't use? What about jians or chinese broadswords? I'm sure there will be a "monk weapons" feat or something in the future, I'm just a little surprised to see hand axes and not finesse weapons. Hand axes?
(I want a rope-dart.)
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8 months ago ::
Nov 13, 2012 - 12:52PM
#133
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Date Joined:
Sep 19, 2006
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You'd think so, but then again DMs feel far more vindicated when the rules justify their own personal beliefs that might impose requirments and prejudices on classes and characters instead of imposing it themselves. These sorts of DMs hide behind the rules saying "well I'd change it but we're playing RAW." or "That might imbalance the class" or "Then alignment means nothing and loses it's traction as a story-element of the game". Basically they pass off their own biased opinions on the supportive rules because they don't want to admit that they are being biased or come off as a jerk. Don't you think it says a lot when people don't want to impose restrictions even if it's what they believe?
It tells me those people don't have the balls to be DM's, and are sitting on the wrong side of the screen.
No objection there, but it still begs the question: How will this be received at CONs and things like D&D:Encounters and other social gathering functions? I never attended CONs pre-4E so I don't know how much they went by the rules or allowed things like Alignment to be an optional factor. There was very little mechanical functions of alignment in 4E so I didn't have any problems what-so-ever.
And how does this fair with the Character Builder. I have to assume that it'll probably be converted or another one is made to make D&D:Next characters. Will Alignment be a build-in factor that's unchangeable? WIll it have the little "House" icon at the top of the screen when a player makes a non-Lawful Good Paladin? Will that even be an option at all?
Seems to me that it causes more problems and arguments being imposed rather than removing the element altogether and allowing DMs to make up their own mind on how to proceed with them.
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8 months ago ::
Nov 13, 2012 - 12:56PM
#134
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Date Joined:
Jun 27, 2004
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At the moment I could build a class all my own and give it some of these monk maneuvers on its list were the monk maneuvers integrated explicitly with the ki mechanic I wouldn't be able to do that.
I'm talking about integrating it in the other direction: the Ki mechanic itself somehow working with the Expertise mechanic. A very, very simple way to do that might be something like "Expend a use of your Ki to get 1 Expertise Die for this round."
Feedback Disclaimer
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
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8 months ago ::
Nov 13, 2012 - 12:57PM
#135
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Date Joined:
Dec 12, 2007
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This class is horrible; it's far too athletic, doesn't come with a barrel of wine OR beer and wanders the world. Pfff... hardly a monk. All monks should be fat and drink excessively.
Overall the class doesn't seem to shabby, although I see little variety between monks as of now. I'm a fan of having fighting styles dictating what abilities the monks has, adding some more variety. Also, the bonus to hit is greater than the rogue, of this I am not a fan but I won't be crushed if kept.
I can understand some eye-brow raising on further including expertise dice in classes. It looks like this maneuver method is going to create a "spell list" for martial characters.
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8 months ago ::
Nov 13, 2012 - 12:58PM
#136
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Date Joined:
May 28, 2009
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Yes, the "expertise mechanic" is interesting (and simple) enough that it could be used for every single class - that still doesn't mean I'm excited to see it used on every single class (that isn't a spellcaster). Honestly, maybe I'd be more excited if it was used on every single class, instead of "every single class (but not spellcasters)"
I hope they don't go that route, because I absolutely want to see a wholly at-will caster with an Expertise-like mechanics.
Hmm I was thinking such a thing would be useful for when we see the Swordmage or various gishyness
I was more thinking an Elementalist-style PEWPEW caster. Either that or the idea a while back to use XD for the Psion, to emphasize its difference from arcane casters.
Does the expansion of expertise dice to all classes really remove that ability, though? Worst case, it could be fluffed as 'this class pulls from its own stamina and energy reserves in order to case spells'. But, I think it is a generic enough delivery method that you could easily develop a class with unique manouevers that basically amounts to "I cast a level x spell". Maybe some people complain that youshouldn't get your casting buffed by taking a level in fighter, but based on their discussions thus far, it sounds like they want to avoid multi-class srew, so you very well may get your casting buffed anyway from that level of fighter.
What do you think? Am I way off base here?
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8 months ago ::
Nov 13, 2012 - 12:58PM
#137
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Date Joined:
Jan 23, 2012
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No objection there, but it still begs the question: How will this be received at CONs and things like D&D:Encounters and other social gathering functions? I never attended CONs pre-4E so I don't know how much they went by the rules or allowed things like Alignment to be an optional factor. There was very little mechanical functions of alignment in 4E so I didn't have any problems what-so-ever.
And how does this fair with the Character Builder. I have to assume that it'll probably be converted or another one is made to make D&D:Next characters. Will Alignment be a build-in factor that's unchangeable? WIll it have the little "House" icon at the top of the screen when a player makes a non-Lawful Good Paladin? Will that even be an option at all?
Seems to me that it causes more problems and arguments being imposed rather than removing the element altogether and allowing DMs to make up their own mind on how to proceed with them.
I don't have answers to those. My time in the Camarilla/MES has gotten me a bit gun-shy on dealing with another large RPG group (I really, really, really don't want to deal with childish drama when I game; this is something blessedly missing from my own local - and plenty large - gaming group). And I've never used a character builder of any sort for D&D characters; I much prefer just knowing how to make a character on my own, with dice, pencil, and paper.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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8 months ago ::
Nov 13, 2012 - 1:00PM
#138
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Date Joined:
Feb 12, 2009
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At the moment I could build a class all my own and give it some of these monk maneuvers on its list were the monk maneuvers integrated explicitly with the ki mechanic I wouldn't be able to do that.
I'm talking about integrating it in the other direction: the Ki mechanic itself somehow working with the Expertise mechanic. A very, very simple way to do that might be something like "Expend a use of your Ki to get 1 Expertise Die for this round."
Oh no exactly thats kind of what the rest of my post was going for. I'm just kinda spitballing some ideas for integration here. I definitely want to see an integration of these mechanics. If only to make the monks use of expertise slightly different from the fighter's use of expertise. Though within the very awesome maneuvers this is already being seen, with most of the monks maneuvers having some benefit to puting more than one die into the maneuver.
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8 months ago ::
Nov 13, 2012 - 1:00PM
#139
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Date Joined:
Oct 23, 2012
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Yes, the "expertise mechanic" is interesting (and simple) enough that it could be used for every single class - that still doesn't mean I'm excited to see it used on every single class (that isn't a spellcaster). Honestly, maybe I'd be more excited if it was used on every single class, instead of "every single class (but not spellcasters)". It'd be a simpler, and more consistent, game at least.
But, that pet peeve aside: Monk looks good, I guess? Alignment restrictions are still dumb (but ignorable). Ki stuff is weird to me, in that it doesn't interact with the expertise mechanic at all (and that just seems like such an obvious thing to do with it). Static class features are generally uninteresting immunities - not a problem, just not something I care for in the slightest.
EDIT: Honestly, "Expertise" is just looking like the 5e equivalent of 3e's "Full Base Attack Bonus + Bonus Feats".
I feel you on the intigration of expertise and the ki mechanic, but at the moment I think I understand why they didn't. In one word: Modularity. At the moment I could build a class all my own and give it some of these monk maneuvers on its list were the monk maneuvers integrated explicitly with the ki mechanic I wouldn't be able to do that.
That said I would love to see them in some way integrated. Possibly an even better way would be to give the monk the ability to build ki points with exp dice. something of an on your turn you may take an action make a check and then spend an expertise die to be able to roll it and gain half the rolled value as ki points. Then expand the usefulness of ki points a bit possibly allowing them to gain you bonus expertise dice. Kindof a take a turn to charge up and then be able to ruin some people the next turn, or run accross a lake in one turn. stuff like that. possibly make it one of the default "maneuvers" that only monks get/ I could give to other home brewed classes so that they can now integrate the ki points into maneuvers.
What like about Ki and not total Expertise integration is it alows them to create abilities that aren't balanced with all manuevers. ALL Manuevers essentially have a power level that is supposed to be balanced between themselves. By adding KI abilities, you creat abilities that don't have to be balanced at in the way that manuevers are. They are introducing Daily (Ki powers), into their At-will (Manuevers) system. Which I am cool with.
My mind is a deal-breaker.
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8 months ago ::
Nov 13, 2012 - 1:01PM
#140
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Date Joined:
Jan 29, 2005
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Not a big fan of ED for all martial classes. It made the fighter unique. Now, it makes them very "samey". Samey classes was one of the biggest complaints of 4e, and I think this is worse.
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