DnD Next Playtest

Game Master Sai Ling

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Ill have to agree with Kemek. Thats I took Elvish...plus once they see my Hat of Disguise some fun roleplay should ensue!

And no, you do not get extra dam from using a weapon in two hands, unlike Pathfinders x1.5 Str with a two hander.


I'm all for the never heard of Drow before as well.


1 person marked this as a favorite.

@ Kemek - I agree whole-heartedly that to play it as intended, drow can't be a familiar race. I'm just not certain it's a problem to play it the other way. I think I'm going that way (drow are unknown) but I just wanted to see if anyone had any strong feelings before I told everyone to unlearn the last 30 years of D&D.

...and now it's apparent that there's at least some consensus.

Drow are completely unknown, plus, you think it's sort of a weird word.

Malaki, your hat is just a black cap woven of some incredibly fine and peculiar silk. When you activate it, there is an eerie sound that it equal parts spitting, knitting, and frosty winds roaring through dark infinities. Just for a fraction of a second.

Anyone who feels like it should give their magic items some flavor. I'm sort of enjoying seeing what the rolls produce.


Indeed, it looked like a niche that was not being covered yet by the group so I went for it. Otherwise, I'll have to finish him up later as I have a party to attend.


@DM Nerk - Totally understood. That's why I said "as originally intended" - you can always play it as a sci-fi western or army squad surveillance and infiltration. I'm fully able to switch it up! ;)


Could I have a link to the play test :)


Here

There was noise that it was not going to be available after today, so hurry!

The Exchange

Heavy weapons shine niw in feats. They are higher dice but I dont believe.the.modifiers are affected.


Yeah, from what I had saw, I assumed I didn't get any extra damage based off my strength for going with a two-handed weapon, but it can definitely add up based off other effects I'll have going on. Such as a feat like PirateDevon put forth.

I would love to see some rolls for my magic items DM Nerk. Be fun to give them some flavor beyond a really sharp sword or gauntlets that make my muscles bulge.


I'm Dropping out.

After reading the wizards D&D5 play test its clear that little more than a poor copy of Pathfinder. Its actuality a bit sad really, kind of cut down num-tee version for kids Pathfinder with so much taken from what pathfinder builders is not funny. Think this ones is dead in the water guys, wizards really did dropped the ball with D&D 4 and now way they will get it back doing poor rip offs.

So saying all that have fun guys,
I'm heading back to Full Fat Pathfinder :)


Everyone's entitled to their opinion I suppose


Do not mistake my words, I love Pathfinder. But the ease of play and less number bloat of Next is much simpler for a play by post. Plus my weekly group is sick of Pathfinder so im being forced to switch systems.

Ill still play Pathfinder over though.


I have a lot of admiration for the system-monogamous, but I just can't be tied down like that. I'm just not a one game kinda guy.

Pathfinder understands, neither of us will really be happy that way.

And really, it's not like Pathfinder is faithful to me. I'd bet 99% of the people on these boards have played Pathfinder, so it isn't really fair to expect me to only play Pathfinder.

Dammit, I can look in your eyes and see you judging me.


To be honest, I enjoy Pathfinder, but I don't mind trying out something new here and there. Sometimes you need something different to rekindle your love for the game.

Also, would you care to roll some background rolls for my magic items DM Nerk?


My apologies, Captain. I was so busy being ridiculous I missed your last post. Gloves and a hacking stick, wasn't it?

Captain Fremont:

Gauntlets
1d20 ⇒ 5 Celestial
1d8 ⇒ 4 Ornament
1d20 ⇒ 12 Sentinel: glows when demons are within 100 feet.
1d20 ⇒ 9 Hungry: requires humanoid blood daily to function.
Greatsword
1d20 ⇒ 6 Draconic
1d8 ⇒ 3 Storied
1d20 ⇒ 11 Language: You can speak and understand draconic when holding your sword. How the dragons will feel about you holding your sword is another matter.
1d20 ⇒ 9 Hungry: requires humanoid blood daily to function.

You're officially creepy. But they only require a drop. You could prick your finger every night before you rest and be fine. But still creepy.


Wow, whatever celestial being made those gauntlets must really hate humsn...or perhaps it's the blood of a virgin?

With gear like that, I feel like I should have went Ranger.

I also see my Wood Elf sneaking up on a Human party in the member in the middle of the night to nick them with his greatsword to feed it's bloodlust. Then rubbing the blood on his gauntlets to feed their bloodlust.


Your gear...awesome!!!


Maybe he was just copying what the dragon did?


Maybe it was a Half-Celestial Dragon that made both?

Makes me want to play a Dragonborn Ranger now.

The Exchange

On thinking it over I will drop the armor and keep the bag and the wand. The armor doesn't really make my life that much better and I love the other two objects oh so much. Maybe Nerk will roll a bakground for those items?

As to the PF/Next thing I will only say that PF expanded profoundly on 3.5 in great ways. WoTC messed up 4th like no one's business (and I mean mostly in a business sense...I didn't care fro the mechanical things too but there are plenty of products where that is true). I have always found appeal in seeing re-iterations and attempts at streamlining systems. Things I liked in 4th carried into Next (ritual spells)and notions that appeal to me (reduction of the christmas tree effect) I am willing to give Next a test drive to see if it can fit a niche or scratch the itch in a way that PF doesn't. Besides we shouldn't begrudge WotC iterating on those that iterated on them...should we? I love Paizo and will support them as long as I can and they continue to publish an outstanding product, but I can love WotC too. I guess I am gaming poly ;p

The Exchange

Additional note: my crunch is updated to reflect that I have the "Lucky" feat.


Oh, man. I'm sorry to say, Qorin, I'll need to drop out. Time is going to be factor for me, so I won't be able to play. I will however wholeheartedly lurk, as I love what's happening with D&D Next so far. And I'm curious to see how the higher level game plays out.


Wand (of what was it again?)
1d20 ⇒ 9 Dwarven
1d8 ⇒ 8 Symbol of Power
1d20 ⇒ 13 Song Craft
1d20 ⇒ 4 Coveted - everybody wants one
Bag
1d20 ⇒ 3 Ancient Human
1d8 ⇒ 1 Arcane
1d20 ⇒ 15 Temperate - unaffected by temperatures between 0-120f
1d20 ⇒ 10 Loud - Makes a loud noise when opened


That's a shame - will Rasp still be around?


Indeed...is Rasp leaving?

The Exchange

Wand of Enemy Detection

Made by dwarves apparently, those wily wand makers they. ;p

The Exchange

I also like that apparently my bag of holding will sound like I am opening a door to a wind tunnel or something. "Hold on let me get that" WWHOOOOSSSHHH


Ok. Mostly finished, Sorry about the delay…

Can I have backgrounds for:

Cloak of Elvenkind and an Ioun Stone? You can randomly determine the type too if you want DM, I'm not picky. I know Ioun is only Wondrous, not Uncommon wondrous, but I don't mind...


(Luthia Manfather): Actually, Ioun Stones are rare, very rare or legendary (you have to look at the individual stones description for its rarity) and thus more rare than "uncommon." Hence, no dice, per the "uncommon" restriction set by the DM.

I finally got around to reading all of the play-test materials and I have observed some areas that seem "off" and definitely in need of tweaking:

1) No penalty for arcane spell casters wearing armor as long as they are proficient with said armor. Thus a mage who takes one level of a class that can wear armor (say, fighter) can go around casting spells while equipped in plate mail with no consequence. I forsee lots of gamers taking a solitary level of fighter for their wizards solely to exploit that loophole.

2) Dual-wielding is WAY too easy (and powerful) now. Anyone can dual wield (I noticed the dwarven cleric in this group is going to dual wield) and there is no penalty to hit for doing so. Everyone should dual wield unless your goal is to "tank" and you want the extra AC from a shield.

3) Monks are still too powerful, although they are actually slightly less powerful than they have been (I've always hated monks in D&D except in AD&D when they were just "meh"). If I am reading this correctly, Monks get two attacks at first level (with no to hit penalty) and can use a ki point to get a third attack. Fighters have to wait until 5th level to get a 2nd attack. That just ain't right.

4) Druids and Rangers look to be underpowered compared to some of the other classes as some of their best benefits (animal companions/wild shape) have been nerfed or eliminated.


I should be able to finish up my character with the numbers tonight, however it does depend on how late I get home since I have a work party to go to tonight.

However, everything for the most part has been chosen. I just need to get all the numbers down on paper.

Elwë Alcarin
Wood Elf
Bounty Hunter
Totem Warrior (Barbarian) of the Bear 8

Ability Scores

  • Strength 19 (13)
  • Dexterity 16
  • Constitution 16
  • Intelligence 12
  • Wisdom 14
  • Charisma 12

Weapons

  • Greatsword
  • Longbow

Feat

  • Heavy Weapon Proficiency [ooc](Please excuse this if this is not the correct name. I don't have my documents in front of me currently.)


Hmmm interesting opinion sir. From my lurking on the boards it seemed the overwhelming opinion has always been that monks are one of, if not the weakest, classes. And based on a few threads on the playtest forums it seems many still consider them underwhelming. Just reporting what I have read though, I have no opinion and am not informed on the subject.

Hmm I actually dont mind the whole casting in armor thing now that mages have had a drop in overall power. Makes an Eldritch Knight in full plate viable finally! But yea, I can see it being an issue. But how bad is it really when compared to a fighter who takes 2 levels of enchantment wizard for their amazing aura?

Im not sure how I feel about duel wielding. Mathwise a two hander with feats still has better DPR, plus damage on a miss. Early on though it is def a nice option. And the plus 2 ac from using a shield matters a lot in a bounded accuracy system...so I dunno? It does seem like the majority of reports on the wizards site use duel wielding though...hmmm.

Rangers are considered very weak combat wise at the moment, though many like the druid as it stands, so I have nothing really to say there.

Again, this is all my subjective opinion from lurking on forums. I have no factual data yet.

This has been a message from Shadoven. Good day.


(Malaki/Shadoven): I just read this stuff and haven't actually playtested at all yet, so my opinions were first look, off-the-cuff statements. Your mileage may vary. My distaste for Monks mostly stems from the fact that I still think of D&D as a western European setting and Monks are clearly based on the Oriental tradition not the cloistered, hermit-like monks of Europe.

Btw, I looked over your character sheet and it appears that you "cheated" yourself on a few things...

1) I think your charisma should be 9 as your lowest roll was an 8 and you get +1 to all attributes for race. Not a big deal, obviously as it is still a -1 mod.

2) I think your attack bonus for all three of your weapons should be +7 and your damage with those weapons should be +4. The melee weapons (scimitar and dagger) are finesse weapons and you can use your DEX bonus to hit and damage rolls. You have a 19 DEX, thus your bonus should be +4. Add in your +3 proficiency and you should have +7 to hit and +4 to damage.


Ahh thanks! I did all that first and then uses my stat increase but I did not recalculate. Woops!

And I agree about the mileage. Im going based off what others have said. Hopefully in this playtest we will get a change to see for ourselves.

The Exchange

One thing to remember is that to take that level dip in fighter you would need a 15 strength. If you have a wizard with a 15 strength I would argue that you are strong enough to overcome the "complication" of heavy stuff not making you move as well as you should or whatever. I think the re-introduction of stat requirements for MC helps stave off a lot of the single dipping.

I am interested to see the math on the TWF as you lose ability mod on damage and if the design elements they extol with "Bounded Accuracy" holds true the loss of a couple AC would be significant as would the loss of higher dice and other benefits of heavier weapons. So basically what Shadoven said. heh.

I am interested to see the Ranger in action. That is what I am running in Shadoven's game...I guess we will see.


Luthia:

All of the Ioun Stones are rare or rarer, so you'll have to find another second magic item. In a regular game I'd simply homebrew something like an ioun torch, but as this is a playtest, I'm trying to stick to RAW as much as possible.

Magic Items:

I'll get to these when I have more attention to give. Or you guys can roll for your own, the tables are there in the magic items document.

General chatter:

The proficiency system in general is an invitation to dipping, imho. One level of rogue and your archer or finesse fighter gets sneak attacks and much of the skillbot utility of a rogue. Two level dips will open up even more, as a lot of classes open up "good stuff" at 2nd level.

The ranger worries me, because their favored enemy stuff really only applies when they hit more than once in a round.

Monks being OP would be an interesting change. I always thought they were great in AD&D and sort of sucky in 3rd. And I've not played even numbered editions enough to know.


DM Nerk wrote:


The proficiency system in general is an invitation to dipping, imho. One level of rogue and your archer or finesse fighter gets sneak attacks and much of the skillbot utility of a rogue. Two level dips will open up even more, as a lot of classes open up "good stuff" at 2nd level.

Dummy. Extra attacks, ability gains and feats are all tied to levels in a particular class, so that gives pretty good incentive to not dip.


Logan1138 wrote:

(Luthia Manfather): Actually, Ioun Stones are rare, very rare or legendary (you have to look at the individual stones description for its rarity) and thus more rare than "uncommon." Hence, no dice, per the "uncommon" restriction set by the DM.

I finally got around to reading all of the play-test materials and I have observed some areas that seem "off" and definitely in need of tweaking:

1) No penalty for arcane spell casters wearing armor as long as they are proficient with said armor. Thus a mage who takes one level of a class that can wear armor (say, fighter) can go around casting spells while equipped in plate mail with no consequence. I forsee lots of gamers taking a solitary level of fighter for their wizards solely to exploit that loophole.

2) Dual-wielding is WAY too easy (and powerful) now. Anyone can dual wield (I noticed the dwarven cleric in this group is going to dual wield) and there is no penalty to hit for doing so. Everyone should dual wield unless your goal is to "tank" and you want the extra AC from a shield.

3) Monks are still too powerful, although they are actually slightly less powerful than they have been (I've always hated monks in D&D except in AD&D when they were just "meh"). If I am reading this correctly, Monks get two attacks at first level (with no to hit penalty) and can use a ki point to get a third attack. Fighters have to wait until 5th level to get a 2nd attack. That just ain't right.

4) Druids and Rangers look to be underpowered compared to some of the other classes as some of their best benefits (animal companions/wild shape) have been nerfed or eliminated.

The sole reason I went for TWF is because Clanggedin the Dwarven god of war is Lord of the Twin Axes. It does seem the dual wielding is a good option in next though a fighter with a two handed weapon is going to be dealing the same amount of damage on one hit instead of two.


More or Less Finished
Please introduce yourselves in the discussion thread if you haven't:
Oskar (Dwarf War Cleric)
Olden (Human Bard)
Malaki (Human Fighter/Rogue)
Luthia (Half Orc Monk)
Fremont (Elf Ranger - will we be getting an alias?)

Still in the works:
Chris Parker = Fighter
Logan1138 = TBD


Yes, I'll be adapting an old character's profile over later tonight once I get back home from a work party. Also, I was going with Barbarian like originally planned.


Luthia, you still need a second magic item. The Ioun Stone isn't available.

Luthia's magic items:

Cloak
1d20 ⇒ 17 Elvish (that works)
1d8 ⇒ 5 Prophecy
1d20 ⇒ 20 Conscientious & Waterborne (advantage on swimming)
1d20 ⇒ 15 Blissful
TBD
1d20 ⇒ 3 Ancient Human
1d8 ⇒ 5 Prophecy
1d20 ⇒ 9 Illusion (minor changes to item's appearance)
1d20 ⇒ 1 Painful
rerolls1d20 ⇒ 20
1d20 ⇒ 3
1d20 ⇒ 18

Elwe, you need your profile updated, as you know.

We'll go ahead with you five then, and if Chris or Logan (or anyone else) gets a character in before we start, we'll bring them, too.


DM Nerk wrote:
That's a shame - will Rasp still be around?

Yes, Rasp will still be playing. I just can't commit to another game right now.


Looking forward to starting DM!


Nice tools DM!

Okay, Slippers of Spider climbing with the minor change to items appearance being that they look like gladiator sandals. And they hurt when I use them!

As for monks, I think they have always been underpowered. But that's me, I've been playing since BECMI/ADnD.

As for this:

Logan1138 wrote:
My distaste for Monks mostly stems from the fact that I still think of D&D as a western European setting and Monks are clearly based on the Oriental tradition not the cloistered, hermit-like monks of Europe.

I agree that Monks are an Eastern/Oriental trope as described mechanically. I don't think of DnD as Western/Eastern or anything really, so the dedicated unarmed warrior transcends Earth tropes and exists without baggage for me. Luthia is not a ninja or martial artist, she's more akin to a feral brawler that has trained with some pretty out there hand to hand savants. And she wears ninja-gladiator boots.


Indeed, I will update it tonight. Last night was a long night, however it did supply with me with a free iPad so that I can work on updating my profile tonight despite the fact I'll be over at my dad's for dinner.


@ Elwe - no rush. I was saying that more to remind myself.


I want to get it done anyways. Be nice to put it up so everyone else can take a look at it and let me know if I need to adjust anything on it.


A question:

*PirateDevon - where is the stuff about needing a 15 Str for dipping fighter?

The Exchange

Part of the playtest packet has a "multiclassing" pdf. It is in that. There is a chart by class.

Funny enough you don't need to meet a prereq to take a class so Malaki had to start as a fighter because if he started as a rogue, he couldn't have "added" fighter to his repetoire.

Some of the way they talk about it seems to be in this notion of "organic" progression. Returning to an idea that choices made in feats or classes would be about what happened to the character, not about some abstract notion of finality. Maybe that is me just reading my biases into though ;P


4d10 ⇒ (8, 4, 7, 6) = 25
3d6 ⇒ (6, 6, 6) = 18

Hit point rolls.


Nice rolls. Especially on those 3d6 Mister 666.

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