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Oh hey, my group got a shout out!


BARBARIAN!!!

I really enjoyed them during the playtest after the update that made their rage have a variable length, even if they did feel somewhat lacking in offense & defense.

In Ediwir's WftC game, I'm playing a Superstition Barbarian and it feels great to facetank an acid spray.


Completely leaving out that Astrid the Barbarian solved the puzzle by lounging on a dusty bed and trying to read.


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I hope there's major changes to the barbarian too. I'm playing one in the level 12 part of the playtest and the 3 up 1 down mechanic, while interesting in concept, isn't that conducive for fun gameplay. They don't really gain enough from it to have the -1 AC and the useless turn worth it, and they also don't have any reason not to rage unless they multiclass a spellcaster (although moment of clarity is nice).


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The Spell Duelist's Gloves (on page 407) specify that their method of use is "held, 1 hand", which means that they occupy that hand and therefore prevent that hand holding it from making somatic components and therefore making touch attacks. This means that you need a second hand that is free in order to actually use the Spell Duelist's Gloves (which should be singular, glove, since it's only 1 hand btw).
I don't believe this to be intentional, as the Spell Duelist's Wand (as well as general wand rules) allows the wand hand to be used to perform somatic components and the glove is the melee touch version of the wand.


I'm playing through Doomsday Dawn with a Rogue multiclassing Ranger who throws returning daggers (starknives) as my "main" character (A Vax 'dagger dagger dagger' build).

On the stream the other day, Logan Bonner answered my question about Twin Takedown working for thrown melee weapons, where he answered that: the intent was that the strikes would be melee attacks, but as written you can use it with throwing weapons and it will probably not break anything so it's probably fine to do so, with the caveat that it'd be reviewed for 1.4

The Rogue's Technique, Finesse Striker, has similar wording that makes it unclear whether it applies to a melee weapon when it is thrown.

A rule on the distinction of what a weapon with the thrown trait qualifies as when thrown would probably be the simplest solution.


On page 343, the Poison Dart Gallery lists it's (expert) stealth at a +16 and its (master) stealth at a DC 29. At first glance, this looks like it means that it's harder for a master perception proficiency as harder to find. It's not obvious enough that the DC 29 (master) is for only the control panel, and the +16 (expert) is for the rest of the trap.

A comma, semicolon, or explicitly saying that the +16 (expert) is for the dart shooting component of the trap, would make it more clear.


Additional note: the table (10-1: Watches and Rest) is SO NICE TO HAVE. I really really like the thematic of having to sleep while having some people keep watch, and having it actually effect the length of the rest. I kinda wish the table didn't stop at 6, and had a group size 7 listing, since I'm sure some GMs are going to have that many.


Resting wrote:
If a character goes more than 16 hours without going to sleep, they become fatigued.

24-8 = 16, So I guess it makes sense that you need to rest in a 24 hour period, but the wording is slightly ambiguous, and the way it's worded also implies that they only need to go to sleep, they don't have to finish a long rest, so taking a nap works to stave off fatigue?

More explicit wording, something like "You must complete a long rest within an 24 hour period since you last completed a long rest or you become fatigued."

Also, the wording of

Resting wrote:
Though resting typically happens at night, a group gains the same benefits for resting during the day, but it can gain them no more than once every 24 hours. A character who rests for a full night recovers in the following ways naturally.

is also kinda odd, since it implies a system where one is always losing sleep:

Can only benefit once every 24 hours, but is required to sleep every 16 else gain fatigue. Fatigue is cured by long resting, so that's not a huge issue, but delaying rest even a little bit of time pushes the 24 hour window of no benefits further into the future.
Not to mention the last sentence of that part specifies a full night, which contradicts the previous one that states that the same benefits are gained.

I should also mention that I really like how your constitution has an effect of how quickly you recover health, it's a really thematic mechanic and makes long term adventures more dangerous and have a much better feel than some other popular game's approach to recovering full health with a rest. I'm a big fan of game mechanics that lead to interesting travel.


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I put together a super simple character sheet in google sheets for the playtest. Green fields are free to be edited, gray ones calculate stuff.

get it here


I should also mention that a typical travel pace for irl people walking is about 3 miles/hour (called a league) and travel 24 miles in 8 hours, which is about the max for a day.

I recommend explicitly saying that traveling at the non-exhausting/dangerous pace is taking the equivalent of a single stride action per 6 seconds.


The travel speed table on page 316 if off. A speed of 10 feet is 30ft per round (assuming you stride using all your actions), and therefore 300ft per minute.

I understand that this is at a non-exhausting or dangerous pace (ie, if taking more than 1 stride action a round is jogging or running or something), and if that's the reason for the 'only 1 action of stride' pace, it should probably say so.


Just a minor suggestion: Maybe explicitly say characters need clothes or better yet, start with clothing worth 1 sp.

I've already got players that would technically be naked had I not caught it, since it's not something people think about when buying equipment unless they know it's going to be cold.


Ew, they kept the restriction that you need the same spell prepared as what your opponent casts mechanic. It made (almost) no one ever use counterspell, and it's a mechanic that gets worse the more content that comes out.

Easy fix that's not D&D 5e: spell of same school, rather than same exact spell. that way it stays mechanically decent no matter how many spells there are.


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I have scotopic sensitivity, which is basically dyslexia caused by eye strain. I find that the new action symbols are hard to read for the multi action activities, as the lateral weight is wonky when they are "stacked" the symbols having 1 more 'square' than the number of actions they represent (the little one contained in the leftmost square) makes them hard for me to read at a glance.

Anyone else having this issue?