Tuesday, December 25, 2012, 4:24 AM
After tweaking some characters to fit into the changed rules, we began where we left off. The party discovered most of the secret doors in the dungeon thanks to successful spot checks, and found the undead drow "king", from whom they managed to get the crown from by paying him with 90 gp in compensation (the price was originally 300 gp, to which they managed to make him agree to by making hard persuasion checks, and managed to make him agree to a lower price by a nigh-impossible deception check). I gave them XP for good role-playing, and they leveled up. The party, after returning to town, decided to tackle the Ogremoch's Bane quest. They have yet to encounter meaningful threats in terms of combat. The skill die mechanic, while nice, sometimes seems a little too swingy, and I think there should be an option that lets you use a fixed bonus. I am wholly in support of making magic missile a first-level spell instead of a cantrip by default, but having a watered down version as a cantrip you could only take with approval by the DM would be nice. Also, wizards shouldn't have a limit other than spell slots on the number of spells they prepare.
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Saturday, October 13, 2012, 11:32 PM
I finally managed to get a group of people, albeit ones who are very new to tabletop roleplaying, together to test the playtest materials, using the reclaiming Blingdenstone adventure:
Name: Z. (Real name unkown)
Race: Wood Elf
Class: Fighter (Archer)
Race: Human (I tweaked the race to give an extra feat at level 1, since, surprisingly, the "+2 to one, +1 to all others" ability adjustment, by itself, is pretty weak)
Race: Hill Dwarf
Class: Fighter (Protector)
Background: Bounty Hunter (also, Z's contact)
Race: Wood Elf
Class: Cleric of Pelor (Sun)
First of all, character creation was great in that it took up a lot less time than previous editions.
We established that Gemlin was already in Blingdenstone, gathering information. When the other characters arrived, I told them that they knew thay Blingdenstone's further reaches were infested with orcs, kobolds and purple worms, an unkown terror (Ogremoch's Bane) lurked in in the furthest reaches of the caverns, and that Burrow Warden Kargien might have work for them. After being given the quest of retrieving the crown from the House Center, the players agreed to do that first. They dispatched the zombies and fire beetles easily with magic missiles and weaponry, and sprinted through the guard post before the portcullises fell by making successful dexterity checks.
==END OF SESSION 1==
Up until now, I like the current system. The combat, being short due to low HP, doesn't get in the way of the story, although more combat-oriented campaigns would benefit from WotC making rule modules for high HP campaigns ("multiply base HP and base HP gained every by 3, and multiply monster HP by 3" would suffice, and, on the flipside, there could be rule modules for wounds, limb loss, etc.). Advantage/Disadvantage is a nice mechanic since the DM can give it out easily.
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Sunday, September 30, 2012, 6:55 AM
In my opinion, rangers should have the option between choosing to specialize in a type of biome (underground, forest, etc.) and gain physical benefits, such as skill training, ability to ignore difficult terrain related to your biome, etc. or be able to use ritual magic from arcane, divine or primal power sources.
I think rangers should still also get a fighting style. For example, a two blade ranger gains feats from the dual wielder specialty as bonus feats, along with other benefits, such as being able to take disadvantage on each attack in exchange for full damage on each one while benefiting from two weapon fighting, while archer rangers gain bonus feats from the archer specialty, and gain exclusive benefits too.
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Sunday, September 30, 2012, 6:43 AM
I think spells will be divided according to their power sources, or the main caster class of their source, excluding psionic abilities. So they'll probably be divided into arcane (AKA Wizard), Divine (AKA Cleric), Primal (AKA Druid) spells and psionic abilities.
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Sunday, September 30, 2012, 6:39 AM
Psionics should be optional rules, implemented as a feat which grants you psionics when you first take it, and gives you more powers as you take it multiple times, and supplemented by metapsionic feats, and be based around power-points. I think psionic abilities should be divided into minor abilities, which function like minor spells, lesser abilities, which require power points equal to their level, and greater abilities, which require power points equal to twice their level.
A fighter takes the aforementioned psionic feat and gains power points equal to his highest mental ability score, adding 2 every time he gains a level. He gains a number of psionic abilities equal to his highest mental ability score modifier, none of which can be of a higher level than him.
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Sunday, September 30, 2012, 2:26 AM
I think that sneak attack's only option shouldn't be extra damage, but should vary according to your rogue scheme. For example, assassins get the extra damage, thieves can immediately make a skill or ability check to steal an item or an amount of gold, and thugs can knock the target etc.
All rogues deal sneak attack as extra damage, but assassins take decide to take 3 on each die or roll when applying it, and other schemes gain extra effects to sneak attack as normal.
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Saturday, September 29, 2012, 7:02 AM
For players and GMs who want combat to last longer, WotC could make a very simple rule module like this in the Next DMG or upcoming playtest packets:
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Saturday, September 29, 2012, 6:58 AM
To adress the extremely low HP of many caster classes in Next:
I think wizards should have the option of taking these as bonus feats instead of meta-magic feats.
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Saturday, September 29, 2012, 6:49 AM
To prevent front-loaded class abilities, weapon and armor proficiencies and class features should be gained every time a character takes a level in a class other than their own, while miscalleanous abilities, such as spells and CS dice should progress normally, since they aren't front-loaded. Thus, classes should have different progression tables for characters who take them as their first class and characters who multiclass into them. This type of progression is more realistic, as, unlike their first level in their first class, which represents the fruit of years of training, taking a level in another class means beginning to learn its techniques.
Here are two sample scenarios, one with a wizard taking a level in fighter, and a fighter taking a level in wizard:
With this system, I don't think XP penalties would be necessary, as there'd be less incentive to crazily class-dip.
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Wednesday, September 26, 2012, 10:32 AM
If a wizard chooses to specialize in a school, they gain benefits at certain levels, in exchange for only being able to cast wizard spells from that school, and having less spell slots. So, a generalist wizard has more latitude in spell casting more spells per day, which makes up for not having special benefits. On a side note, I think all wizards should get an extra meta-magic feat whenever they take a level in wizard when they would gain a feat, and wizards should be able to substitute their intelligence modifier for their DEX and CON modifiers for AC and HP, respectively.
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