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Enjoying the playtest packet a great. Gives me just enough to play the way I want to play. Looking forward to seeing what else you come up with. I actually DO like the skill dice mechanic a lot, so a bit sad it might be going away, but I'm going to trust the alternatives will be just as interesting. Thanks for bringing in bits & pieces of the past, and reinterpreting the system with a more modern feel.
Sir Corin's got a point, there's a character in my group doing just what he says and the guy isn't greased up, just punching a lot. They're likely to beef up such feats, which would bring him onto par with the barbarian in the party, so I'm not sure Sir Corin's reservations aren't misplaced. Sorry about the triple negative. I appreciate Clan Battlerage clarifying h/h view of how maneuvers could work like powers. I think maneuvers have to be defined a lot more specifically to make their...
View full commentSir Corin's got a point, there's a character in my group doing just what he says and the guy isn't greased up, just punching a lot. They're likely to beef up such feats, which would bring him onto par with the barbarian in the party, so I'm not sure Sir Corin's reservations aren't misplaced. Sorry about the triple negative.
I appreciate Clan Battlerage clarifying h/h view of how maneuvers could work like powers. I think maneuvers have to be defined a lot more specifically to make their tactical implications more than move and damage, but it is good that somebody is still talking about maneuvers. I think they have the potential to provide many characters with interesting and believable combat options, and contribute to the identity of several martial classes.
My final observation is that in contrast to the binary Fourth Edition definition of "build," Fifth Edition subclasses as described offer a multitude of choices. In addition to having more than 2 basic subclasses (although I hope every class will have at least one subclass which is basic enough to suit mechanical purists), it appears that the class, itself or through additional choices within subclasses, will present options for varying what and how characters do things.
Umm, in my last session my level one party encountered a band of orcs. I went through both my magic missile spells, one of them empowered to do maximum damage, and I only killed one Orc. Granted, my first casting was split my missile between three different orcs (as they all were already damaged by a fire trap) but didn't kill a single one despite the fact that they were each already hurt. My second cast used my daily feat to empower them and two missiles hit one Orc and killed him, and one...
View full commentUmm, in my last session my level one party encountered a band of orcs. I went through both my magic missile spells, one of them empowered to do maximum damage, and I only killed one Orc. Granted, my first casting was split my missile between three different orcs (as they all were already damaged by a fire trap) but didn't kill a single one despite the fact that they were each already hurt. My second cast used my daily feat to empower them and two missiles hit one Orc and killed him, and one missile hit another Orc, and he still survived. After a short rest, I have one first level spell back, the fighter and rogue in the party have not lost any ability to do anything. This was just a random encounter on our way to a town (it was one Orc per party member) and it was our first encounter for the adventuring day. So I don't want to hear any nonsense about the uber power of magic missiles over other classes. Thank you.
Also, not a complaint, I am having fun playing my wizard, at least so far.
Maybe what they should do is have "classic" advancement, which is more of what we are used to and then "official advancement" for use in dnd encounters and living campaigns, as i suspect that's what is behind this move any way. Then people can chose. That could work but it involves not singling out the fast track approach as the default or "right" way to play. I know this for sure, it will fail miserable in its goal of attracting old school players back into the fold if they read that the...
View full commentMaybe what they should do is have "classic" advancement, which is more of what we are used to and then "official advancement" for use in dnd encounters and living campaigns, as i suspect that's what is behind this move any way. Then people can chose. That could work but it involves not singling out the fast track approach as the default or "right" way to play.
I know this for sure, it will fail miserable in its goal of attracting old school players back into the fold if they read that the default game is level every other session as it suggests the game was designed to again he something comlpleatly foreign to what they grew up with. As I said, I myself have been in games that house ruled quicker leveling tracks, and they were fun. But to define DnD as that kind of play won't go over well in winning people back.
(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all...
View full comment(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all Clerics is a little more rounded, especially if each is a cleric of a different God/Domain so they are better able to sub for missing archetypes, but still, their not quite as good at AOE as if they had a Wizard type, they aren't as good at trap-finding than if they had a Rogue, etc... A group of all Wizards is drastically hurting in the AC and HP departments. Much weaker in toe to toe fighting, however, with properly diverse spell selection, they can handle a lot of situations. They are still shy on healing.
Reward good Role-playing, reward good Character Building, reward good Background/storytelling, and reward good Party Building. Simple as that!
I love playing clerics, but I also like the option of DMing a world inspired by Lord of the Rings or Game of Thrones - both settings with lower magic and less healing. Just as Mike Mearls likes to run an all day castle siege, and Chris Perkins a new campaign with lots of political intrigue, I think the basic rules should allow for an easy to use option for non-magical, or more rare, or slower forms of healing. Keep up the good work, Mike - and thanks as always for listening!
Conceptually, you're absolutely right. But take for instance, another type of example, probably more close to reality than yours (4:1). What happens when they build the classes, precisely the way they want to, with each getting the powers and upgrades that feel right with a level, not too little and not too much. Then, lets say they run the math and it turns out that one class is 7% more powerful than another. Or perhaps 17% or 37%. Then, how exactly do you change those classes to fix it. How do...
View full commentConceptually, you're absolutely right. But take for instance, another type of example, probably more close to reality than yours (4:1). What happens when they build the classes, precisely the way they want to, with each getting the powers and upgrades that feel right with a level, not too little and not too much. Then, lets say they run the math and it turns out that one class is 7% more powerful than another. Or perhaps 17% or 37%. Then, how exactly do you change those classes to fix it. How do you take away enough powers or feats or spells to equate to 7% or 17%. It's pretty likely you can't do that. So if you want to balance them out more easily and not redesign classes just to hit some arbitrary experience barrier, its actually quite a bit easier just to move the EXP levels around. Does that make sense? I'd rather have them move EXP numbers to tweak balance than to redesign the classes around the EXP tables. I want classes designed to feel right and play right, not arbitrarily nerfed or boosted to meet EXP requirements. If you make the EXP number the one that dictates design, thats what creates things like dead levels for some classes because they're trying to be brought back in line with tie EXP budget. I'd rather them eliminate dead levels but just make it take a bit longer to level up. That's my opinion anyway.
I dont agree with experience changes, competent dms could handle exp. between classes. I always give different exp for all players, thats the different topic. Before we compare barbarian and fighter, we should see paladin and ranger too. (maybe spellsword, duskblade whatever it is) Now, you are changing something but when you add paladin/ranger we`ll see some issues too.
View full commentI dont agree with experience changes, competent dms could handle exp. between classes. I always give different exp for all players, thats the different topic.
Before we compare barbarian and fighter, we should see paladin and ranger too. (maybe spellsword, duskblade whatever it is) Now, you are changing something but when you add paladin/ranger we`ll see some issues too.
Wotc should release Heroes of the Astral sea and The book of Exalted Deeds for 4e. They should also announce a new dungeon command set, Dythan's legion or Bael Turaths Cabal (dragonborn orTiefling warband).
Have you considered consolidating Skills, Proficiencies, Languages, Bonus Spells, and so on under a unified Proficiency system powered by Skill Dice? If every class got two Proficiencies per level that could be spent to learn a new language, weapon, skill, spell or maneuver, it would go a long way towards enhancing character customization while also simplifying a large subset of the rules. It would also, quite frankly, make leveling up an exciting occurrence again, which is critical to the...
View full commentHave you considered consolidating Skills, Proficiencies, Languages, Bonus Spells, and so on under a unified Proficiency system powered by Skill Dice? If every class got two Proficiencies per level that could be spent to learn a new language, weapon, skill, spell or maneuver, it would go a long way towards enhancing character customization while also simplifying a large subset of the rules. It would also, quite frankly, make leveling up an exciting occurrence again, which is critical to the longevity of any particular campaign.
Also, have you considered writing guidelines for handing out bonus feats, skills, and maneuvers in the same way that a DM currently hands out magic items and spellbooks? Particularly maneuvers. The Fighter seeking out an elusive master warrior for training in their secret techniques is an evocative one. While this trope is most popular in Japanese fiction, it isn't exclusively so. See Agrippa, Bonetti's Defense, and Capo Ferro from the Princess Bride's dueling scene.
I think each class having the maneuver mechanic should have a different die size equal to the size of his hit dice: example, the fighter should have 6 d10 expert dice at high levels, when the monk has 6 d8 and the rogue 6d6. Also, on the subject of weapon choices, every characters had time only to learn two (2) weapons in the list given to his class, except for the fighter, who his better trained with weapons, who learns how to use two groups of similar weapons. His damage with such a...
View full commentI think each class having the maneuver mechanic should have a different die size equal to the size of his hit dice: example, the fighter should have 6 d10 expert dice at high levels, when the monk has 6 d8 and the rogue 6d6.
Also, on the subject of weapon choices, every characters had time only to learn two (2) weapons in the list given to his class, except for the fighter, who his better trained with weapons, who learns how to use two groups of similar weapons. His damage with such a weapon are one dice size better than other character using the same weaapon: example, a longsword in his hands do 1d12 damage while in the hand of a rogue it will do 1d10. Melee weapons groups: blades, axes, flails, polearms (including quaterstaff), maces (including hammers), pikes. Ranged weapons: Thrown, Flails, Slings, crossbows, bows, siege machines.
Thirdly, fighters styles should be related to his weapon of choices, while the paladin styles should be related to his actions. Example: a fighter is an archer or a axeman, or a swordman, etc. A paladin is a defender or a slayer or cavalier, or a knight, etc.
To clarify, there is no difference between background and profession. More skills are needed, but profession is a category which helps define the character's skills. A woodcutter, for example, would be recommended to have the skills Climb, Drive, Gather Information, Plants Knowledge and Use Rope, while the ability of a woodcutter to fell trees would be described narratively, without specifying restrictive limits such as how long it takes or how much damage a falling tree would do. A character...
View full commentTo clarify, there is no difference between background and profession. More skills are needed, but profession is a category which helps define the character's skills. A woodcutter, for example, would be recommended to have the skills Climb, Drive, Gather Information, Plants Knowledge and Use Rope, while the ability of a woodcutter to fell trees would be described narratively, without specifying restrictive limits such as how long it takes or how much damage a falling tree would do. A character with two or more professions would use class feature substitution, noted under career path, training or what you may call it, to get more skills than the 6 or 8 options normally available. Similar substitutions available at more specific points in one's career could grant the character other races' traits, religious ordination, a bonus to a specific skill area such as desert survival or dragons, or more general scholarly expertise. It is encouraging to see skills of narrow scope such as Diplomacy and Use Rope emphasized.
I'm so happy to see Chris, Wil, Scott, Mike and Jerry back but it also confirms how crappy Next is. Thankfully the players - and DM - are really personable because the game itself is rather boring. Look at Jim Darkmagic: he's gone from being really interesting mechanically to a one-trick pony. Wil's character has gone from tossing out rerolls to a character that has to go back to a basic attack to do anything. Who would believe an oath of enmity now takes an entire minute to come into...
View full commentI'm so happy to see Chris, Wil, Scott, Mike and Jerry back but it also confirms how crappy Next is.
Thankfully the players - and DM - are really personable because the game itself is rather boring. Look at Jim Darkmagic: he's gone from being really interesting mechanically to a one-trick pony. Wil's character has gone from tossing out rerolls to a character that has to go back to a basic attack to do anything. Who would believe an oath of enmity now takes an entire minute to come into effect?
I hope for the sake of the D&D brand that the game has gotten better since this iteration of the rules was used.
Seriously, this should have been continued using the 4E rules. All it has done is highlight that Next is looking like crap. (I mean, if I want an old school fantasy heartbreaker I'll just trawl the 'net.)
how are you doing, It's a wonderful compliment to write to you at this moment. Honestly I'm interested to make a good relationship with you after I read your profile today and I am so much interested on you. I want to build a trust and honest good relationship with. However, I shall send to you my picture and tell you more details about myself on my next mail. I want you to write to me through my email (
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