|Jerry Wright 307|
I was still hopeful, but I realize now I was being naive. This has the same effect on me that 4E had. The feel of it is far too different for me; I won't be buying it, unless radical changes are made.
The alien Advantage/Disadvantage system seems so firmly rooted into the system that it will take a rules-damaging crowbar to get rid of it. Why this was used still baffles me. I cannot fathom why people like it. (And don’t bother trying to persuade me; I’ve heard all the arguments and disagree with them. IMG, there will always be the +4/-4 mechanic that is a staple of D&D.)
I don't like the fact that the vast majority of the options that are presented for any of the classes are combat-oriented; I don't want to buy a combat system, I want to buy a role-playing game. I want to see something closer to a 50-50 combat/non-combat rules set, please, or I won’t buy it.
I think the rogue is FAR too powerful with sneak attack; but then, I felt the same way with 3.5. Too much damage far too soon. A rogue’s job is to deal with traps and doors; he isn’t a front-line fighter.
I hate the weapons mastery that gives every race a way to change the basic size of his favorite weapon, increasing it a die type, in spite of the fact that the weapon itself would likely be smaller, at least in the case of the halfling.
They did try fix the fighter's silly wound-you-with-the-wind-from-my-miss ability. Unfortunately, they made it worse by introducing yet another alien concept in the form of expertise dice.
I don't want to play d20 modern; giving the fighter action points is a cheesy way to make up for the fact he gets screwed out of his premier role as front-liner by every feat or maneuver every other class can take.
There's an easy fix to the problem; stop giving the other classes things like a die per level of sneak attack or an autohit at-will power that does damage that can't be defended against. Let the guy who's name is Fighter be the one who fights. The others have their roles in the game; let them stay with those roles.
Backgrounds determining skill choice and specialties determining feats is fine; but there aren’t enough choices. This might be rectified in the future, but it doesn’t bode well. It feels like the powers of 4E in a different skin. And to me that’s a deal-breaker.
The automatic magic missile is still an issue for me; it needs to be a 1st-level spell so the mage won't be a walking autohit machinegun.
And why bother to make the casting of a spell 6 seconds long? If you cast a spell within 5 feet of an opponent, you magically give that opponent the ability to stop you from targeting anything more than 5 feet away.
Other than that, there's nothing preventing you from lobbing a fireball up his nose. His attack means nothing. The six seconds of casting time has absolutely no significance as far as the rules are concerned.
I hate the very idea of rituals, which gives the game a 4E feel to me; casting a spell that takes that long is fine, but it should come off your spell usages, and it should always take that long.
And of course, the characters still regenerate. What's the point in having a hit point system if it doesn't mean anything?
If I ever run this system for real, neither healing word nor the short rest will exist IMG; there's no challenge to a game system that won't kill characters.
I'm afraid that all of this has turned my stomach as far as D&D is concerned; I'm going to take a break, and will be using the Hero System when my game starts up this fall; I don't want to think about what WotC is doing with 5E.
For WotC's sake, I honestly hope that I am in the minority. If I am not, then this edition will tank far sooner than 4E did.