Clark Whittle's page

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For me and my group, Pathfinder is a godsend and an improvement on D&D 3.5 in every way, especially the rule fixes, improved mechanics, and the added options for every character class. In my experience as a gamer since AD&D in the 80s, I find the level of customization with Pathfinder is unmatched and the level of maturity of the APs is perfect for my age group. I'll spare everyone from slipping into gushing fanboy mode. Let's just say we won't be leaving Pathfinder anytime soon.

That said, however, I am very intrigued with what I've read of the 5th ed Basic Rules. We left 3.5 for Pathfinder, and with 4th edition not to our liking, I never joined the Next playtest, so my first experience with it has been the free Basic Rules download. I understand that it's a bare bones system, I just hope that they follow through with their plans on modularity so that game groups can truly add the systems and options they like and disregard the ones they don't. There is no doubt that Mike Mearls and the gang at Wizards took a page from Pathfinder by having a massive playtest to see what "the gamers" want to see in the new addition and took that input to the design table. It's also obvious that they have been looking at advancement in game design from other companies.

WHAT I LIKE ABOUT 5TH EDITION SO FAR (the positives that stand out the most for me):
- The focus on roleplaying and the inspiration mechanic that rewards you for roleplaying your background, ideals, bonds, flaws, etc. It appreciates that your character is more than his or her mathmatical stats.
- Making magical items rare and unique. You're not expected to have 20 magic items by a certain level just to keep your character at par with the monsters and challenges you face. I agree with the idea that magic items should be special and not so readily available that you can simply buy them at the local MagicItems-R-Us shop.
- A stronger focus on flavor text for races and classes.
- Categorizing humans into 9 ethnic groups (most likely taken from Pathfinder)
- 9 alignments are back !!
- Destroy Undead for Clerics !! This is just one of the many nods to earlier editions that gives an exciting retro feel.
- Reintroduction of Domains for Clerics and Schools of Magic for Wizards and bringing back the vancian magic system.
- The advantage/disadvantage mechanic appears to be more fun than added bonuses/penalties. I just hope that it doesn't prove to be too generic and that they can nail down when it appropriately applies (with a minimal bit of DM discretion of course). If it's too vague and subjective it won't feel like a rule and will be too easily abused.
- Backgrounds with skill packages and ideas for fleshing out your character are brilliant, as are equipment packages.
- Weapon properties ! You don't need numerous feats and a metric TON of math for two weapon fighting, thrown weapons, or for weapons that can be used one or two-handed. It's built right into the weapon description. One of my FAVORITE improvements. Duel short sword weilding rogue? No problem.
- A saving throw system that makes sense and has the target character rolling a save, rather than the attacker having to roll a target number. I absolutely hated the latter and am glad it's back to the process of earlier editions. Having saves based on the 6 stats rather than fort/ref/will is a minor change imo, but makes sense.
- A flatter, set, proficiency bonus that advances slower making lower CR monsters more relevent at higher levels. "Sounds" great.I just hope this actually works AND makes sense in practice. Probably my BIGGEST worry of all the changes.
- Forgotten Realms pre-Sundering is back as are all eras of the Realms.

WHAT I DISLIKE ABOUT 5TH EDITION SO FAR:
It's really hard to give a fully informed appraisal as the Player's Handbook doesn't come out till August, but a few things come to mind.
- the ability to divide your move up before and after your attack has me a bit worried as to it's full implications but, in all fairness, I'll save my opinion until I've seen it in practice.
- Sculpt spell?? Pockets of safety within your evocation spells' effect?? So your ally can just stand in your cone of whatever and only the bad guys are affected?? This will definitely be house ruled out in my game as it seems ridiculous and takes away the danger inherent in these spells.
- Double damage for vulnerability and half damage for resistance is oversimplified and too drastic. eg: Damage resistance 5, 10, or 20 vs fire worked just fine and gave some distinction between monsters of a similar type.
- Video game healing system. Between Second Wind and Action Surge, the Fighter looks broken to me. Not just overpowered, but in an obviously unrealistic way.
- And lastly, while I love the elegance and simplicity of the base rules, I hope that our group doesn't find the system too simplified. I realize that this is just the base from which they plan to add options and levels of complexity and customization. I just hope that this goal proves attainable as new rules have a way of affecting other dynamics of game play in an often unplanned and unforseen way.

So.... as you can see from my long winded review based on an initial read through of the Basic Rules, I'm optimistically excited and see way more positives than negatives. If the 3 core books are as cohesive and well done, Pathfinder may have to share my game table with a little brother.


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James Jacobs wrote:
Exeter wrote:
Gray Maidens again? Did not see that one coming. But that's great news - there is probably no chance wie could get a glimpse of information of how these babies will be used again?
There will be a LOT of information about them in this volume.

Very exciting. Curse of the Crimson Throne is my favorite AP and I'm guessing there was a ton of demand for more Grey Maiden material. Can't wait to see what happens to them following Ileosa's reign. :)


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The witness was not evil and could have been completely innocent for all we knew. Could not allow my burly fighter companion to beat information out of him. Not cool.