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-Advantage is really strange to me, having to roll 2d20 is a really weird idea.
---as a positive, it does smooth over and speed up combat in a somewhat fun
way [you still get to roll dice, and it takes less time to calculate the result]
-The idea that you can create a core system and then mutate it to serve a certain
game will probably fail. [ex: they want to have two different levels of
healing/resting]
they can't please everyone.
Yes, you can have variations based on homebrew, but that shouldn't be in the
"core", cause then it's not a core...it's a bunch of separate pieces that are hard to
keep together. It becomes unclear and hard to figure out what the real rules are.
-Being able to save using ability scores only is interesting, but I realized it doesn't
allow you to specialize unless you have a feat that says "+1 to dex saves".
Doesn't that just have the same complexity [rather than making it easier]?
Also something to note, Odnd used the same system, instead of using reflex,
fortitude, or will. I'm starting to like the idea of not having those defenses as they
are needlessly confusing.
Spells/Abilities
-Guidance now only boost ability scores and not checks specifically, which seems
like a nerf to me.
-Read magic is a cantrip, but detect magic is now a level 1 spell...and it is weaker
due to the lack of rules on auras.
Here's the worst part, the scanning is nerfed from being 60 ft to 30 feet. I mean
sure, it is changed to 1 action instead of 3 rounds...but now the range is less than
half of what it was!
-There is still a Vancian [slot-based] vs non-vancian debate going on, but the
design team says that the battle is best handled by giving players options for
both...I agree.
Nevermind the fact that WOTC is already selling (on preorder) these adventure
modules. These rules (in the playtest packet we have now) are barely half
finished and still broken, and they are expecting people to already pay for
adventures featuring the beta rules?
It's not even like minecraft offering a closed beta...this is a "finished" product that
they are handing out to the cons, even though the game is actually closer to an
open beta stage.
-I'm not even sure if DND next will have a Core rulebook or use the same Three
Book structure as before, but I'm hoping they find a way to make a Core book
work.
-The newest murmurs seem to be telling me that DND next will have a very
similar feel to the DND Basic Set. Wizards needs to stop producing "Basic" sets.
They did it already with 4E (even though I liked it), but I'd rather they just release
one book/set.
Classes
-There is no option for a ranged/archer paladin and I actually think that would be
cool. the example was that you cannot use Smite in a ranged attack. Even if
multiclass was used, ranged smite would not be applied.
Though, in Book of Exalted Deeds (3.5) this is a feat option, so it can be done.
-The idea in the dnd next discussion says that the "Warlord" type class could be
opposed to "Bard" in the same way that "fighter" and "rouge" oppose.
in the example: the warlord is the fighter-like support class and the bard could be
a roguish supporter/debuffer.
.
Backgrounds/Specialties
-I actually like the idea of having this system baked into the core rules.
-Seems like it should be more of an optional idea honestly, with they way they
have presented it, but it should be in the first PHB for this game in my opinion.
-It reminds me of the Job system in Iron Kingdoms actually, and the devs should
do that. Jobs give feat recommendations, and/or exclusive feats and abilities. It's
already similar enough.
Levels
-This also ties into healing and the idea of Gritty/realistic games vs heroic [or
even epic/superhero level] games:
Should there be a tier system like 4e, or should level 1 be strong enough to be
considered "Heroic" with high HP and abilities or should level 1 be weak and
frail/vulnerable?
-The answer is up to what the dm wants, but the problem seems to be that
"heroic" starts at level 3, and some people have issues starting at level 3.
(-1) rule is to use a "level - 0" where players have a level similar to NPC or
commoner, and I think that kind of gameplay is interesting. to be a frail commoner
who truly does advance in the world. [for reference, level 0 needs 500 xp to level
up]
-Wizards seems to be hinting at a legacy system for higher levels, meaning that
higher level characters can own land, get cohorts, pass down hierlooms, and ect.
But how will this stack with things like Epic-level adventures?
----9/23/13
DNDNext is very confusing to me, since it seems like it's trying to be every other
game on the market based on the latest news update. It looks like they are trying
to make way too many optional rules packets that make the game seem like a
mess.
Optional Rules for the game include:
1.Tactical Combat based on 3rd and 4th edition
2. A "Dramatic" system that involves storytelling, seems very similar to a White
Wolf game.
3. Class Customization system that is very similar to an archetype in pathfinder or
the old class kits.
4.A Downtime system (with the same name used from Pathfinder and almost
exactly the same idea)
and from what I've played, the core game itself is very similar to a modernized
"basic" version of DND.
This whole game is turning into a swiss army knife instead of a compact and fun
package.
9/27/13
"Do you think well see another racial option for humans other
than the +1 to all ability scores or are people happy with the
+1 for the most part?