Noodlemancer |
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I had pretty much no fun whatsoever.
Dying/Unconsciousness rules are way too severe and make low levels needlessly punishing. Deadly 1d10 on goblin shortbows makes it very possible for level 1 characters to drop unconscious from a single critical. Immunity to critical and precision on oozes is, in my opinion, an artefact of the past that I would like to see removed.
Worse yet, the character generation was too boring. No options excited me, I felt like I was picking slightly less bad options out of a sea of completely worthless options.
I'm considering dropping out of the playtest.
MarkOfTheDragon |
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* The first group of Goblins were very difficult. Far more so than the 'boss' at the end, was.
* Light sources not having a Dim-Light drop-off after their initial radius of Bright Light meant even characters with Low-Light vision were severely hampered during the dungeon crawl.
* Rogue characters seem to be unable to make Sneak Attacks with a ranged weapon once the fighting starts. I would really like to see some kind of Sniping rules, or a modification of Stealth that does not cause you to be reveal the moment you leave cover. Being able to move out of cover and attack without being revealed until AFTER your attack, would fix this nicely.
* I love the new action economy. Three actions to split up however you want is an amazing improvement!
* Shield 'dent' rules seem a little confusion, especially in regards to the wizards "Shield" spell.