
Pantu0 |
So I have yet to playtest it, but as reading it and from a player point of view my impression is that we are full of choices but in most cases I feel either choice is lacking in relevance as the bonus to proficiency is based on one per level for everthing to everyone, making it somewhat irrelevant on higher levels. I agree with most of what AndIMustMask wrote.
what I like:
1. action economy
2. more granular pass/fail states.
3. spellcasting, no more "half-casters" classes, speel durations are fixed and way more balanced overall
4. Choices every level, they just need to be more meaningfull.
things i don't like:
1. way too many conditions and weapon traits, could be simlified.
3. number squish on proficiency: as said above betewwena legend in doing something and someone who never did you have 6pts distance, it really fells lacking.
4. DCs: fixed dcs are just better, so fiz a dc for most commom situations and just a simplier table as guide, and to be more intuitive could be based on proficiency rather then level.
As I said I have yet to actually play the game but just think somithng on the lines below woud be much better approach to proficiency.
Proficiences bonus: Flat bônus + lvl bonuses accordinly with class related lvls.
For skills would count only class levels for the signature skills
Untrained: 1/4 level
Trained: 3 + 1/2 level
Expert: 3 + level
Master: 3 + 1.5x level
Legendary: 3 + 2x level
I do believe some similar evolution should be used to attack bonus and armor class. Maybe considering martial and speelcaster classes.