Very general question - in exploration mode, the opening section acknowledges you could be traveling on horseback or something like that. There are three fatiguing actions you can take in exploration tactics, casting a spell, concentrating on a spell, or hustling. I don't think this question is relevant for hustling, but would you still be fatigued from casting a spell or concentrating on a spell if you weren't currently moving with your own two feet?
Quickly voicing agreement - not only is it contrary to what you would expect from sneak attack (even if we disregard sneak being in the name, which I'm not entirely), why in the world would you notice a ranged attack made in this way? I can almost see the case for melee, because sure, you're really close and maybe you didn't realize you smelled bad, or.... something??? But this also shuts down pretty much any sniper focus anyone might want, and I can't think of even a weak reason that should be.
(To clarify, I don't think that melee attacks should be denied FF when you break stealth to make an attack. The stealth should be broken after the attack and no sooner, regardless of attack type. It just seems especially absurd for a ranged build.)
Really, my opinion is bolstered is the biggest problem. You used to be able to have your low level cleric giving people little bonuses when they didn't have anything better to do pretty much every battle, and the target being bolstered after one use shuts down that basic usefulness.
Also, guidance is extremely lackluster, especially with the bolstered line. Was that really needed?
Bolded the part I think is an error - you deal damage to creatures of that alignment, but creatures that match the alignment are unaffected? I feel like this should read "creatures not of that alignment", or re-written to be "according to their alignment".
I've no interest in creating undead, but I wondered about that as well. While I think it would make sense to be a playtest only omission, what I really want to know is if there's a list of what's playtest only omission and what's been flat out removed. That knowledge would be very helpful in evaluation.
My friends and I were just talking about this earlier today, and while I get that there's (probably) duplication across spell lists that make it impractical to split it by list, it seems like the least that could be done is separating the spells by levels. I also think it'd be easier to read through the spells if it was noted on the spell what lists it appears on - was that not included for space?
Also, powers should at least be their own section if not moved to the class page they're relevant for. I wouldn't swear that each power is unique to a particular class, because I haven't done a comprehensive comparison, but I'm willing to wager a lot of them are. It just makes more sense to have them with the class rather than muddying up an already muddled list of spells.
Hopefully Ectar is right and these are the kinds of things that will be fixed for release!
Signature skills feel kind of limiting to me on a couple of levels. The first issue is, as mentioned, the inability to pick something unique to your character as a signature skill. It's all dictated by your class, which is a bit frustrating. I feel like backgrounds adding signature skills for whatever relevant feat they add would make sense, as traits once added class skills.
The second issue for me is the amount of trainings you can get tends to line up pretty closely with how many signature skills you have. My ranger is allowed to train 6+Int skills, and coincidentally I have six signature skills and didn't invest intelligence. I know I could choose to disregard my signature skills and train something else if I wanted, but then it feels a little like I'm being punished for doing so, since I can never go past expert without the skill being signature.
Overall I think my opinion is signature skills require a little more flexibility, and I think including them with backgrounds as a way to gain signature skills would be a clean route to do it. I'm sure everyone else has other ideas for how to improve them as well!
David knott 242 wrote:
I must have missed it, where is that statement? All I saw was signature skills being added according to bloodline, but you get 5+Int to train as you see fit.
EDIT: Never mind, found it.
I agree that must be a mistake, what would you even do with your other trainings?
Okay so I'm like four years late on this but I didn't see anyone else answer it, so. I'm running the play right now as a PBP. Everyone has a copy of the script, and we're letting one person post a block of lines for the non-combat sections. For act one, we had about forty lines, and five people with lines to post (including me). So one person posted the first eight lines, the second posted the next... There was a fair bit of editing involved, but that way we didn't had to wait for Dentris or someone to show up and post, and we didn't clutter the thread with forty posts where five did the job fine.
Kobold Cleaver wrote:
Bigger concern: Your GM has all your coworkers statted up. This is a cause for some alarm. Get them before they get you!
I would be the above referenced GM, and I appreciate your sense of fear!
In all seriousness, even when the NPCs don't come up with stats, I do usually like to give them sheets just in case something stupid comes up and they need a skill check, they piss off a PC too hard, etc. Better safe than sorry.