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5 months ago  ::  Jan 12, 2013 - 8:59AM #91
DannieRay23
Date Joined: Jan 4, 2013
Posts: 42

Jan 12, 2013 -- 4:15AM, The_Jester wrote:

The focus continues to be on classes, classes, and then classes. 
Races continue to be ignored. The other tiers aren't seeing much extra love. And they're redesigning the fighter and martial dice yet again. After the better part of a year of playtesting (and with roughly a year before the game likely has to go to the printers) and they're still one at square one for the fighter... 




It makes a lot of sense that the focus is on classes, it's the hardest thing to get right and balance because of their natural progression over levels.

Races are static, much easier to do. No need to be retooling Races every packet when you might have to change them again later to avoid some broken race/class combo.



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5 months ago  ::  Jan 12, 2013 - 9:01AM #92
Mand12
Date Joined: Jun 17, 2010
Posts: 16,948
Request to someone who's had time to watch it:  did they address my question about communicating that 4e is part of the design?
D&D Next = D&D:  Quantum Edition
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5 months ago  ::  Jan 12, 2013 - 9:04AM #93
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914

Jan 12, 2013 -- 8:55AM, ryanroyce wrote:

Jan 12, 2013 -- 7:37AM, Vic_Ferrari wrote:

I hope Skills are purely optional.




Agreed.  Personally, for campaigns, I do plan on ignoring the default Skill system and just letting my PCs use their Skill Die based on their written backgrounds.  I'd still use the Skill system for theoretical quick-play scenarios, though.




Exactly, I have used Skill systems, but I do no think they are necessary, sometimes the improv thing off of ability scores can yield more creativity (the option).

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5 months ago  ::  Jan 12, 2013 - 9:05AM #94
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914

Jan 12, 2013 -- 9:01AM, Mand12 wrote:

Request to someone who's had time to watch it:  did they address my question about communicating that 4e is part of the design?





Hopefully not too much. ya know, for obvious reasons.

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5 months ago  ::  Jan 12, 2013 - 9:10AM #95
The_Jester
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Date Joined: Nov 1, 2003
Posts: 3,506

Jan 12, 2013 -- 8:59AM, DannieRay23 wrote:

Jan 12, 2013 -- 4:15AM, The_Jester wrote:

The focus continues to be on classes, classes, and then classes. 
Races continue to be ignored. The other tiers aren't seeing much extra love. And they're redesigning the fighter and martial dice yet again. After the better part of a year of playtesting (and with roughly a year before the game likely has to go to the printers) and they're still one at square one for the fighter... 




It makes a lot of sense that the focus is on classes, it's the hardest thing to get right and balance because of their natural progression over levels.

Races are static, much easier to do. No need to be retooling Races every packet when you might have to change them again later to avoid some broken race/class combo.



True, but you cannot even provide feedback on the races in the survey. So any new playtesters cannot comment on the races. 
Plus, very little of the races changed. 

Because the classes are so big they attract the attention. Few people likely paid too much attention to the races amid all the other mechanics. 
One of the advantages of a long playtest is seeing how perspectives change and shift, and spotting small subtle problems that get missed amid larger problems. Now, after people have been playing the  races for a while, would be a good time to get feedback. 

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5 months ago  ::  Jan 12, 2013 - 9:16AM #96
The_Jester
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Date Joined: Nov 1, 2003
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Jan 12, 2013 -- 8:44AM, Jenks wrote:

Jan 12, 2013 -- 4:15AM, The_Jester wrote:

The focus continues to be on classes, classes, and then classes. 
Races continue to be ignored. The other tiers aren't seeing much extra love. And they're redesigning the fighter and martial dice yet again. After the better part of a year of playtesting (and with roughly a year before the game likely has to go to the printers) and they're still one at square one for the fighter... 



I wouldn't say they are at square one with the fighter. They know what they want to do, they are just trying to find the best way to do it. That's square two at least.



True, but they're about to entirely overhaul it's mechanic again, restarting the process of balancing and delaying any mechanics that build off the base fighter. As long as they keep overhauling the fighter, we'll never see tactical or skirmish modules. Multiclassing is also delayed. 

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5 months ago  ::  Jan 12, 2013 - 9:21AM #97
jonathan_sicari
Date Joined: Sep 1, 2008
Posts: 3,349
Re: Skill die vs. Skill bonus.

Adding the attribute and skill bonus together once is always faster than adding attribute bonus and rolled skill die every time you use the skill. 
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5 months ago  ::  Jan 12, 2013 - 9:27AM #98
Orzel
Date Joined: Aug 22, 2007
Posts: 3,206
I think they are having trouble getting the fighter interesting without locking out actions from improvisation.

By the way they talking talk, the biggest fear they have is defining things in a way where only certain classes can do things that all character should be able to attempt with success WHILE giving each class something special.

They seem to want to avoid the issue of the past where "X class can only do Y" or "X is so good at Y, Z might as well sit out" where Y is an uncommon but not impossible thing like lockpicking, charming people, or jumping.
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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5 months ago  ::  Jan 12, 2013 - 9:27AM #99
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914

Jan 12, 2013 -- 9:16AM, The_Jester wrote:

As long as they keep overhauling the fighter, we'll never see tactical or skirmish modules. Multiclassing is also delayed. 





And other non-caster classes it would seem.

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5 months ago  ::  Jan 12, 2013 - 10:41AM #100
mellored
Date Joined: Jul 8, 2008
Posts: 19,458
Skill dice are easier, but slower.  Though i like that even experts can fail.  Still, this is an easy place to put an option.

I'm worried that the fighter will be less dynamic.  If you can't trip+push in the same attack, then it's a loss.  Otherwise i approve of the moving to |W|, and giving everyone cleave.  Now, if you could trip+push 2 people, we have a winner.
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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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