Interested in the feedback of the other judges as well, if it's available. I suspect I know what's coming, but not any less eager for it :) Mantle of Malicious Intent
Clark Peterson wrote:
Begone logic! Flee, evidence! Your kind has no place here! (Why no, I have no connection to the gnome selling Sarcasm Detectors. Why would you ever believe such a ridiculous thing? Although, at less than 35 gold each, they certainly are a bargain!)
Hrm, tough call. Our 3.75 playtesting has focused around low-level play, so we haven't seen how the end-game plays out. My request would be to make melee less movement-dependent. As many others have suggested, FA after a move would help. For me, I'd prefer the fix to go deeper, to things like Cleave. Cleave is no longer a fun and useful 'bonus' (free attack), it's now just yet another movement-dependent ability.
Chidgey wrote: The Caught Off-Guard feat allows a rogue to carry around a Chair and hit people with it to always get their sneak attack. Only works if they're unarmed. x wrote:
Agreed 100%. The combat feats are going to be a nightmare of bookkeeping for the DM. If PRPG wants these kinds of feats, make them tactical feats, not base feats. x wrote: A Conjurer has the Mage Armour spell therefore his specialist bonus is pointless and never going to be used. Mage Armour lasts 1h/lvl. Bonus is constant. x wrote: The alignment based cleric spells are received much later than normal. This would effect item creation They're received as spell-like abilities later, not as base spells. x wrote: I was under the impression spell-like abilities (like Ressurrection) required components and exp. costs the same as the spells they duplicate. /shrug Nope. SLA require only mental action. That's one of the major reasons that the domains are so powerful - they're abilities your wizard can use almost regardless of circumstance, without having to rely on Still/Silent spell and Eschew Components. x wrote: 4) Why does the Earth Domain give an Acid attack? Earth is the associated element with Acid. Fire - Fire
x wrote:
Those two things have nothing in common. Resurrection used as a SLA still incurs a 1 level loss.
SvD are a staple of D&D, and I'd hate to see them disappear. Insta-kills are part of the game, and having that risk of instant-death is a fantastic way to keep players on edge, and heighten tension. You can't have meaningful heroics without the chance for death, and sometimes that death needs to be a razor's edge (or a d20's "1" facet) away. Dropping a PC to -9hp doesn't stop the character, it just means one of the healers has to take an action to bring 'em back up next round. Making a cockatrice a stupid-looking bird with a dangerous (but not deadly) attack would, imo, be terrible. It then becomes 'just another monster', and a DM loses a tool for dramatic tension. Busting through a wall and disturbing a nest of poisonous spiders is ho-hum - poison isn't a real threat, it's just a minor (at best) annoyance. Bursting through a wall and disturbing a nest of basilisks is terrifying - petrification is serious business, and players are going to sit up in their seats knowing it's a possibility. One of the campaigns I'm playing in now has gone on for years, and we've gone from 3rd level to 30ish. Very few situations have presented the tension that comes from our DM asking for a saving throw, and us knowing that a failure there would put us out of the fight. Damage won't do that, status effects won't do that, but death will. You fail that important save, and now your party has to kill the baddy with one less character. What really gets the room quiet is when we're facing something that is capable of dishing out Final Death. It's rare, but those are often the sessions that leave you feeling like you've gone through the wringer, and in a good way. Heck, one of the best sessions of that campaign was when my beloved warmage got gacked by an unholy knight, failed a tough Fort save, and was killed permanently. It really focused the group, showing that we were doing heroic things and risking more than a level's worth of XP. I had over a year invested in that character, and knowing that he wasn't invulnerable really made me appreciate him more (poste mortem, hah).
Well, I've played a variety of wizards and sorcerers from 1st to 28th level in 3.5. The 15-minute day has always been an option for my groups, but one we've rarely used. Once in a while, sure, especially at high level, but it's not something that's common. Why? Because it's a role-playing game. Think about it - you spend an hour doing exciting, dangerous things then stop, and sit and do nothing for twenty-three hours? I dunno about you, but sitting around for 23 hours would drive me nuts. Your characters aren't hitting the Rest button and then nearly-instantly continuing, they're staring at the inside of a Rope Trick or at the barricaded door of a room for 23 hours. As many others have said, the Vancian system needs to stay. If for no other reason, than for backwards compatibility. If it's something that bothers you, as a DM, then there's already many house-rule options out there.
Well, having had a chance to go through the Alpha release 1, I'm pretty darn impressed. Overall, very good, but some serious issues I forsee, even prior to playtesting. My thoughts, in a by-section series. Races
* Elves (Unnatural Beauty): This bugs me, from a game-balance and thematic standpoint. Imo, a +2 or +4 bonus on Diplomacy would be more balanced. The GM discretion is often going to make a player frustrated that they can't "use their ability", whereas a flat bonus gives them something that's always available.
Classes
* Cleric (Orison): The orison change is welcome. My own house rule for years now has been that you didn't have to prepare orisons, and could just cast any you knew (with the standard spells/day limit).
* Fighter (Everything): Awesome. Love the changes. * Rogue (Sneak Attack): Very good news to hear that SA is going to be useful against more enemies. Having a core combat ability useless against a large subset of enemies sucks.
* Wizard (Arcane Bond): I like the ability to bond to an item. Viva the wizard's staff!
Skills Honestly, I really don't like the must-have-max-ranks method here. I've always been a fan of being able to dip into cross-class skills for just a point or two, to give a hope in heck of making a check. It also lets you signify that you've got a bit of knowledge in something, and allows for a range of knowledge. Now, any wizard that's studied Knowledge (Arcana) is going to have nearly identical skill checks, which imo is pretty lame. I do like the condensed skills, particularly for the social stuff. I noticed that Tumble got rolled into Acrobatics, but wasn't credited. Another thing I noticed is that defensive casting seems to have disappeared - no mention of it is made in Spellcraft. If that was intentional, I don't like the change either. I'm not sure if the double-armor-check-penalty rule is being preserved. If so, I'm glad. * Fly: Shiny.
Feats [u]General Feats[/u]
[u]Combat Feats[/u]
1) It's not true to the feel of the game. I'm not playing an arcade fighting game, I'm playing D&D. For me, Tactical feats filled this niche very nicely.
Imo, this kind of system was well-handled by Tactical Feats, and turning some of these into TF would be a much better idea. Sorting these by chain, rather than individual feat. * Arcane Strike Chain: Blech. This is much-better handled by prestige classes. Someone using this would be hosed for non-attack spells (ASF), and if their target dies before they get the chain off, it's really underwhelming. Cut this, let PrCs handle it.
Combat * Cover: This is actually more complicated than normal. Imo, this was better off with PHB rules.
Arcane Schools
The 1st level zapping abilities should not be full (Su) abilities (ignoring SR), and should be 1d4 damage. Overall, I really hate the zapping abilities - not every lowbie wizard needs to be a Warlock. That kind of ability was handled well by Reserve feats, imo. * Abjuration: Great.
Domains Again, hate the zappy 1st level abilities. Having all the casters hanging out back zapping things more effectively than the ranger with the bow beside him? Blech. In general, I greatly prefer the defensive abilities to the offensive, especially for the 8th level powers. The 8th level ones are often going to overshadow nearly anything else available anywhere near that level. Standard concerns regarding Sp abilities and components. The 1st level abilities that grant bonuses/penalties based on a variable are nearly all extremely powerful, especially at higher levels when pumping up a stat is fairly easy. I'd be much happier if these were a set amount, like the Nobility Domain is. Imo, a 1st level ability shouldn't be scaling to be extremely good at 15th, but weak at 1st. Community: Unlimited forced-march go! Restrict this to 1/day or something.
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