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Results for tag: DnD
Posted by:
The_Mask_of_Ice
on Oct 13, 2012 at 11:32:59 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:
Characters: Name: Z. (Real name unkown) Race: Wood Elf Class: Fighter (Archer) Background: Spy Specialty: Magic-User Name: Rebecca 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) Class: Sorceror Background: Commoner Specialty: Necromancer Name: Gemlin Race: Hill Dwarf Class: Fighter (Protector) Background: Bounty Hunter (also, Z's contact) Specialty: Survivor Name: Hamza Race: Wood Elf Class: Cleric of Pelor (Sun) Background: Noble Specialty: Archer First of all, character creation was great in that it took up...
Posted by:
The_Mask_of_Ice
on Sep 30, 2012 at 06:55:03 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.
Posted by:
The_Mask_of_Ice
on Sep 30, 2012 at 06:43:50 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.
Posted by:
The_Mask_of_Ice
on Sep 30, 2012 at 06:39:21 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.
Example idea: 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....
Posted by:
The_Mask_of_Ice
on Sep 30, 2012 at 02:26:08 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.
OR: 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.
Posted by:
The_Mask_of_Ice
on Sep 29, 2012 at 07:02:50 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:
Posted by:
The_Mask_of_Ice
on Sep 29, 2012 at 06:58:33 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.
Posted by:
The_Mask_of_Ice
on Sep 29, 2012 at 06:49:01 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:
Posted by:
The_Mask_of_Ice
on Sep 26, 2012 at 10:32:03 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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