D&D 5 Playtesting.

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Attacking while hidden grants you advantage, which on average grants you +4 to hit (+3.8....) and you get to apply your sneak attack damage for 1d6 at first, 2d6 at second, 3d6 at third... combined with your increased chance of critical hits with advantage your average damage should at least double.
 
I'm kind of torn on this. I like the idea of non-core modules that can be selected for games. I would rather this than the inevitable creep that sets in.

But my gut reaction feels different. 4E as a game was very good at telling you what you can do in combat. Yet in doing so, it was very bad at getting you to do more than what they told you. I like the open endedness of the system so far, I had no power card to tell me I could tackle the kobold chieftain, yet I did it.

Soon I want to try:

- putting my shoulder behind my shield and pushing an enemy away from another PC.

- using my short stature and high strength to chop-block a target

- throwing dirt into a targets eyes to grant advantage to other pc's attacks
That last one sounds more Rogueish.
 
I'm kind of torn on this. I like the idea of non-core modules that can be selected for games. I would rather this than the inevitable creep that sets in.

But my gut reaction feels different. 4E as a game was very good at telling you what you can do in combat. Yet in doing so, it was very bad at getting you to do more than what they told you. I like the open endedness of the system so far, I had no power card to tell me I could tackle the kobold chieftain, yet I did it.

Soon I want to try:

- putting my shoulder behind my shield and pushing an enemy away from another PC.

- using my short stature and high strength to chop-block a target

- throwing dirt into a targets eyes to grant advantage to other pc's attacks
So, bullrush, trip and dirty trick?
 
Actually that's the opposite of what I want. Though I believe WoTC will have something like that for their combat module, by defining the manoeuvre you are limiting it before I ever attempt it.
 
All this play testing has gotten me.... motivated.... I missed playing a good game of D&D....

So that I can create more epic videos like this.



Watch in HD!
 
So maneuvers are basically just effects you can add to attacks for a penelty (except Fighters, who don't have the penalty)? That works. It's simple and you know it'll do, but you can fluff it any way you want. Plus it's easy to homebrew new ones.
 

Dave

Staff member
Thoughts on what I like and what I do not.

  • I think there still needs to be attacks of opportunity. Being able to run through a gauntlet of enemies without fear of reprisals just seems to be idiotic. At the very least it can be a free attack with disadvantage. They'll probably miss but the attack still happens.
  • The fact that certain skills are based the way they are make no sense. For example, the Rogue's main skills are brought about using WIS. Now, I don't know about you, but being a thief means that you probably lack that little voice in your head that says, "Stealing that is a bad idea." Most rogues in literature would have had excruciatingly bad WIS scores. I know that this can be argued and debated, but finding/removing traps should be INT based. It's not like you are just seeing something out of the corner of your eye - you are actively looking for signs of a trap; a slight indentation in the wall, a telltale discoloration of a lock that may mean a poison needle. Things like that. So it is now INT.
  • So let's look at what that means for our little thief guy. If he has training in a thieving skill, every check he makes is automatically going to be at LEAST a 14. That's not even counting a stat bonus. This means an automatic success on trivial-moderate level traps. All traps would have to be advanced or above, and even then his lowest chance to succeed in advanced is 80%. Extreme is 60-75% success and Master level is 40-55%. Hell, even Immortal level DCs start at 35%success rate and don't hit 0% until the DC hits 34! Throw in a skill bonus and that makes these even more ridiculous. So do I think the thief is broken? Yes. But not in the way that Jay thinks. At 2nd level it gets even worse because of the Knack ability. So the fact that he's not that great in combat does not bother me. Does this mean there's no real good combat rogue? Maybe, maybe not. We haven't seen a lot of the other themes or backgrounds. But if Jay wants a combat oriented rogue I'll work with him, but he'll lose the Skill Mastery ability.
  • Fighter remains unchanged.
  • Cleric of Moridin remains the same.
  • Cleric of Pelor is overpowered but I'm not sure how to dial him back without totally nerfing him. He has one almost certain killing attack but he can only use that twice per day - Searing Light. But he also has one that he can use at will from 50 feet away that does more damage than any other attack in melee with the exception of the fighter's greataxe. If I nerf anything, it'l be the damage of the Radiant Lance. Make it d6+ability damage instead. It will do double damage against undead as it's radiant.
  • Wizard remains pretty much the same.
Okay, so what about making of characters? Well, use the stats I gave you in the PM & place them where you want. For right now let's leave the other stuff where it's at - themes, etc. We don't have enough to go on to make a call either way for those. If you want to get different skills you can by swapping out the ones you've got for ones in the list.
Questions?
 
The change to Radiant Lance sounds fine to me. It actually gives me a reason to use my melee weapon now. And Searing Light is balanced by it using the same pool as Cure Light Wounds, which (as the last battle indicated) can be the difference between living and dying. It sort of a "last resort" spell, it seems.

Are we doing the full hit die at level one thing, or do you want us to roll the hit die? Remember, your HP at level 1 is Con + Hit Die, not Hit Die + Con Mod.

Can we switch spells for others on our spell list? For instance, I know I wanted Command instead of Spiritual Hammer, mainly because I could see a reason to use it (I don't want to kill someone), where as I really don't see the point of Spiritual Hammer.

Otherwise, I'm basically ready to turn in a character sheet.
 
Well Spiritual Hammer makes a melee attack as if it were you, so terribly. Might be more effective if it used your magic modifier instead of Str to attack.

The changes to Radiant Lance won't do much at all, the 18 Wis is the big factor in that spell.
 

Dave

Staff member
As long as the spells stay the same level you are fine.

I like the magic mod on magical melee attacks.
 
Well Spiritual Hammer makes a melee attack as if it were you, so terribly. Might be more effective if it used your magic modifier instead of Str to attack.
Which would still make it less effective than a Searing Light, except against several enemies you could kill in a single hit. Basically, it's worthless.

The changes to Radiant Lance won't do much at all, the 18 Wis is the big factor in that spell.
Probably, thought I'd also point to the extra +2 that Wizards and Clerics get to their attack rolls on top of their modifier. No other classes get that extra bonus to attack, even Fighters (who would benefit from it the most). Maybe we should drop the extra +2 as well?

EDIT: K, Dave. Then I think my sheet is ready. Just need to know the details for HP.
 

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Probably, thought I'd also point to the extra +2 that Wizards and Clerics get to their attack rolls on top of their modifier. No other classes get that extra bonus to attack, even Fighters (who would benefit from it the most). Maybe we should drop the extra +2 as well?
Fighters get an undocumented +3 and Rogues an undocumented +2, so clearly they want them there for some reason, so we should keep the magical ones.[DOUBLEPOST=1341540246][/DOUBLEPOST]I am OK with you learning Command so long as you use it to make a monster "Macarena!"
 
  • I think there still needs to be attacks of opportunity. Being able to run through a gauntlet of enemies without fear of reprisals just seems to be idiotic. At the very least it can be a free attack with disadvantage. They'll probably miss but the attack still happens.
They are looking to build upon the Reaction System to help with this.
http://community.wizards.com/dndnext/blog/2012/06/22/reacting_to_the_reaction
The goal is to clean up the game of reaction creep that 4th and 3rd had become.
 

Dave

Staff member
We'll call this a character building night. I have stuff as well, but can be there for a while.
 
I made plans as well. Furthermore, posting this stuff on a Thursday night for the next night isn't optimal to discuss things properly... because we clearly didn't discuss things at all. I'm not even close to agreeing with what was decided in the post above regarding rogues.

The main issue was the terrible stat allocation for the rogue character, not to change how certain skill checks are done for all classes.... and not without further discussion regarding it and how it'll affect others. Wisdom has nothing to do with the fact rogues aren't wise but rather a personal choice on how they align and take advantage of others. In fact, they should have more wisdom than the norm.

To discuss unlocking traps/door and whatnot without even encountering one and making massive changes isn't advisable. Perhaps if players would take their characters a bit more seriously instead of blindly running into halls and getting flanked by three sides we could have worked on the non-combat mechanics of the game a bit but we clearly didn't. My character was obviously built for skill checks, others for combat. So why change the whole system?

Fighters can go in and hit enemies every turn for 15+ damage at the first level... the best a rogue can do is around 10. If they take a turn to hide, they can buff that a bit but the damage is no where close to the other classes with current hiding mechanics. So ummm yeah, that skill check advantage stays and DC checks should be in line for the character levels. No "Master locks" in newbie dungeon LVL 1 please. People have complained EXTENSIVELY in 4th edition how "all classes can do any skill check, no experts, 4th is lame" but the moment in 5th edition a class is specifically good at a specific skill of their trade, they want to destroy it? That's hypocritical at best. You can't have it both ways.

Lastly, there were no discussion about how ridiculous a 30 foot main radius of a sling is and how anything beyond that range is a disadvantage. So even if I use a turn to hide and then attack something at 35 feet away, I'm just wasting my time playing that night as my advantage gets nullified when clerics and wizards can cast spells clearly across rooms without any problems, some of them with auto-hit mechanics to their spells. If I waste a turn hiding for a sneak attack, odds are most enemies will move out of range. Broken.
 

Dave

Staff member
I posted it on Thursday night because that was when I finished it. It is a holiday week, ya know. There was stuff going on I didn't account for.
 
Lastly, there were no discussion about how ridiculous a 30 foot main radius of a sling is and how anything beyond that range is a disadvantage. So even if I use a turn to hide and then attack something at 35 feet away, I'm just wasting my time playing that night as my advantage gets nullified when clerics and wizards can cast spells clearly across rooms without any problems, some of them with auto-hit mechanics to their spells. If I waste a turn hiding for a sneak attack, odds are most enemies will move out of range. Broken.
We talked about that during the actual session (which you probably don't remember because you were pretty pissed at that point). We all agreed that was bullshit, and Dave was going to increase the range of the sling to something more reasonable. I think it was going to be like double the min range, so that would make it 60? That would put it over Radiant Lance, especially with the damage reduction we're giving that spell, but not over a bow or crossbow (which SHOULD have range advantage over a sling).

The main issue was the terrible stat allocation for the rogue character, not to change how certain skill checks are done for all classes.... and not without further discussion regarding it and how it'll affect others. Wisdom has nothing to do with the fact rogues aren't wise but rather a personal choice on how they align and take advantage of others. In fact, they should have more wisdom than the norm.
There really isn't any point for a Rogue to have Str anymore, since they let you add your Dex Mod to damage in certain cases now. I think the only time you'd need it is if you were going to use a Mighty Bow or something. So yes, Stat allocation is crap for the test Rogue. You'll be able to do better when making your own.

Fighters can go in and hit enemies every turn for 15+ damage at the first level... the best a rogue can do is around 10. If they take a turn to hide, they can buff that a bit but the damage is no where close to the other classes with current hiding mechanics. So ummm yeah, that skill check advantage stays and DC checks should be in line for the character levels. No "Master locks" in newbie dungeon LVL 1 please. People have complained EXTENSIVELY in 4th edition how "all classes can do any skill check, no experts, 4th is lame" but the moment in 5th edition a class is specifically good at a specific skill of their trade, they want to destroy it? That's hypocritical at best. You can't have it both ways.
I think we're losing sight of something: We're not entirely sure how skills improve (if they improve) as you level. This might not be an issue later on down the road, as a harder, better designed dungeon may simply be that much harder for a rogue to tackle. I think we should leave it alone for now and come back to it later if it does plainly become a problem.
 
Slings through the editions

5E/D&DN
Regular range 30'
Maximum 120' with disadvantage

4E
Normal 50'
Long range 100' with -2 to hit

3.5
50' range increment with a -2 to hit for every additional 50'

2nd
Normal 150'
Long range 300' with -2 to hit
Extreme range 600' with -5 to hit
 
They've changed it for each addition, so you can't say that it's nerfed.

If your target is 105' away
5e - can hit it with disadvantage (~ -3.8 to hit)
4e - can not hit it under any circumstances
3.5 - can hit it at -4 to hit
2nd - hits it normally
 
Sling is the only ranged weapon with a decreased normal range from 4th and it's the distance weapon assigned to a character most likely to use it. They must have done that for a reason. And they also gave it weird damage and bonuses to hit. It's almost like they want us to use the playtest characters and see how they work with the new rules.
 
Sling is the only ranged weapon with a decreased normal range from 4th and it's the distance weapon assigned to a character most likely to use it. They must have done that for a reason. And they also gave it weird damage and bonuses to hit. It's almost like they want us to use the playtest characters and see how they work with the new rules.
That's crazy talk right there.
 

Dave

Staff member
As I stated before, the sling range was going to be moved to 50'. Nothing else combat-wise for the rogue is going to happen at this point because of his overpowering non-combat stuff. If we want to have a combat-oriented rogue (i.e. more combat abilities) then he'll lose the automatic 10 roll on the skill die.

It's only fair.
 
Given that the entire play test is about the testing the essential mechanics of the game and has nothing to do with the characters used to test it, no the rogues are not fixed because they were never broken.
 
It looks like they want to pare down the spell list to the important stuff. I kinda agree: there were TONS of spells that were useful, but you'd never want most of them every day.

It's still not all that important as a feature yet.
 
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