Expertise dice... Great idea but...the first iterations of the playtest were more ‘old school’. Looks like we are moving back to extreme damage die rolls again… Things like the Fighter surge.. shudder! 12d6 suddenly? Very naff! A more interesting expertise progression might be… A simple d6, d8, d10, d12, 2d6, d6d8, d610, d6d12, d8d12, d10d12 2d12. This is more than sufficient expertise dice for all classes and ensures players think when and how to spend their dice. I also...
View full commentExpertise dice...
Great idea but...the first iterations of the playtest were more ‘old school’. Looks like we are moving back to extreme damage die rolls again… Things like the Fighter surge.. shudder! 12d6 suddenly? Very naff!
A more interesting expertise progression might be…
A simple d6, d8, d10, d12, 2d6, d6d8, d610, d6d12, d8d12, d10d12 2d12. This is more than sufficient expertise dice for all classes and ensures players think when and how to spend their dice.
I also noticed the Barbar has automatic damage per hit like the fighter, rogue and cleric. Sorry guys –awful idea – just too extreme – automatic lumps of damage and in mega serviings too ! It’s a way of disguising yet another group of d6 damage lumps.
There simply no need for this extra damage at all. An extra to hit roll for the character would be more interesting and allow for a miss as well.
I like the overall thrust… but tone down the damage again. Remember the original thrust etc.
Its OK not to do 60 points per swing, in fact its better not too. Because when players can do extreme damage, so can monsters.. which means inevitably characters get hit in a fashion that roleplaying and quick thinking can’t influence – there no time.
But with less damage a smart party can turn a situation around – they’ve got time to live past that first initial damage train.
I have to say, as a long-time DM, I absolutely love DnDNext. All you've done, for our group at least, is taken the exact way we play, and gotten rid of all the garbage from every edition into a simplified bounded accuracy. Provided you completely leave level-based stat scaling out of the equation (aside from damage:hp), you have our entire hoard of geeks eagerly awaiting full-blown content =)
I must say I am so happy with what I have read so far. There are some issues that need to be addressed - The magic (cantrips are a great idea but just too powerful) and dying ( way too difficult to kill a character - there is very little threat). Please do can you now overhaul the public play adopted by WOTC. Hiding D&D in game shops will do as much harm to D&D as this new addition will help it. WE NEED TO BE ABLE TO SPREAD THE WORD TO GAME GROUPS, SCHOOLS and PUBLIC EVENTS.
Great idea but...the first iterations of the playtest were more ‘old school’. Looks like we are moving back to extreme damage die rolls again… Things like the Fighter surge.. shudder! 12d6 suddenly? Very naff!
A more interesting expertise progression might be…
A simple d6, d8, d10, d12, 2d6, d6d8, d610, d6d12, d8d12, d10d12 2d12. This is more than sufficient expertise dice for all classes and ensures players think when and how to spend their dice.
I also...
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