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6 months ago  ::  Jan 12, 2013 - 5:45AM #81
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914
I hope they replace Martial Damage Bonus with extra attacks (like the last packet).
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6 months ago  ::  Jan 12, 2013 - 6:31AM #82
Rupert_ADnD
Date Joined: Jun 13, 2010
Posts: 578

Jan 12, 2013 -- 2:21AM, mexrage wrote:

Jan 12, 2013 -- 1:27AM, Plaguescarred wrote:

Jan 11, 2013 -- 11:34PM, Gazra wrote:

Speaking of the skill die, and to reply to a comment by Plaguescarred a few posts back, adding the skill die isn't really an extra step. The way ability/skill checks worked before, you would roll a d20, add your ability modifier, then add your skill bonus. The way it works now is you roll a d20 and your skill die (at the same time), add those dice together, then add your ability modifier. It's three steps either way.


True, but not everybody roll their dice togheter, just saying.




It is also slower for the brain to process diferent numbers (d20 and skill die) at the same time on the spot, instead of having one already in your head (bonus) and adding a second one (d20) on the spot... The diference is actually inmense between both of those procedures.  

I prefer everything to be d20+bonus vs DC...because it's called having a streamlined system and procedures...skill die looks like it's tries to overcomplicate things for the sole sake of it.  It's a step backward to make the game easy to learn and understand for new players by having things being d20+bonus, other times being d20+1dX dice...We already have two diferent procedures to do the same thing (resolving an attack) on the current playtest, what's the need to overcomplicate things even more?

This also make things swingier...it stop being the chance of success being attached to player decisions and more toward RNG...the least the game weight toward RNG the better.




I agree with mexrage and Plague here ... Rolling more dice just for the sake of it isn´t more fun, makes it more complicated than necessary, and it is simpler only in Mearls mind.

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6 months ago  ::  Jan 12, 2013 - 7:30AM #83
Rupert_ADnD
Date Joined: Jun 13, 2010
Posts: 578
The way they are handling the Skills is terrible. With this change of paradigm, being skills not used for task resolution, but abilities, what is the point on having a fixed skill list? Why not having navigation, riding land based? it´s basically going back to a system that is very similar to the 2E proficiency system. Also it steps in areas that could be covered by feats, for example escape artist, rope use... Not to mention skill dice on top of this. O truly hope not to see it in the final game.

I dont´know ... to me, it´s a step backwards in terms of what 3E and 4E did with the Skill system, which IMO works better than the current version of the playtest.
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6 months ago  ::  Jan 12, 2013 - 7:37AM #84
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914
I hope Skills are purely optional.
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6 months ago  ::  Jan 12, 2013 - 7:44AM #85
Rupert_ADnD
Date Joined: Jun 13, 2010
Posts: 578

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

I hope Skills are purely optional.




Well you can play without Skills, ala basic D&D, basically using only the abilities and ignoring skills completely if you like.

The problem is, in my case I like the Skill system as it is in 4E, and DDN doesn´t do a better job in this area, imo.

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6 months ago  ::  Jan 12, 2013 - 7:58AM #86
Sailing_Pirate_Ryan
Date Joined: Jun 17, 2003
Posts: 404

Jan 11, 2013 -- 1:10PM, mellored wrote:

Fighter adding skill dice to all Str checks sounds good for a basic system.  Though i'm sure i'd opt for the more customizeable system.




Nah, the Basic system should just let every player decide which stat they want their skill die to apply to at character creation... and Rogues get two stats to choose.  No need to enforce stereotypes that may not be accurate -- even Mearls was struggling with giving the Cleric a default.

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6 months ago  ::  Jan 12, 2013 - 8:14AM #87
Vic_Ferrari
Date Joined: Jul 29, 2012
Posts: 914

Jan 12, 2013 -- 7:44AM, Rupert_ADnD wrote:

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

I hope Skills are purely optional.




Well you can play without Skills, ala basic D&D, basically using only the abilities and ignoring skills completely if you like.

The problem is, in my case I like the Skill system as it is in 4E, and DDN doesn´t do a better job in this area, imo.





They could offer a couple of "Skill" systems, like 2nd Ed.
 

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6 months ago  ::  Jan 12, 2013 - 8:37AM #88
The_Jester
  • Stampeding Hybrid
Date Joined: Nov 1, 2003
Posts: 3,576

Jan 12, 2013 -- 4:45AM, Zardnaar 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... 




 Or the could have evolved d20 D&D a bit but nopes. Some sorta 3.5/4th ed hybrid or d20 2nd ed or Saga/4th hybrid. WOuld have been a half decent start point and run it from there.



Having a game that's like Basic D&D is probably the best baseline. Easy to add things on top of.

From the discussion, we're not actually testing the game, so much as a weird hybrid of bits or the versions. Likely so when they release the full game it will seem new and different out of the delusional fear that if everyone got a free look, no one would pay.

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6 months ago  ::  Jan 12, 2013 - 8:44AM #89
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499

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.

My two copper.



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6 months ago  ::  Jan 12, 2013 - 8:55AM #90
Sailing_Pirate_Ryan
Date Joined: Jun 17, 2003
Posts: 404

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.

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