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Zman0 wrote:
in 3.5 it's very feasible to reach the point where the orcs simply cannot hurt you. and you can outrun them to chase them down and slaughter them at will. All they can do is run away and scatter so you can't kill all of them. Or try to do some damage to something else before you kill them. it's not a handwave to narrate away the situation if it's not possible for the enemies to hurt you regardless of the rolls. ![]()
definitely a design choice; the entire design of p2 seems to center around having minimal variation between different characters of the same level. Not just attack rolls, but also stuff like defenses, ac, skill rolls, there's very very few ways to modify them, and they're all tightly regulated. No more stuff like skill focus to get a +3 to one skill.
It also makes me wonder though: where's the 11? with the default rules you can't get 11 in a stat. The numbers are chosen for purely legacy reasons; but odd numbers below 18 basically don't exist in the new stats system. Seems odd to use numbers like this but then ignore half of them. For us long-term users we know it exists for legacy reasons/compatibility; but for a new player, one might wonder why the intervening numbers can't exist. ![]()
it being gencon weekend doesn't seem like an adequate excuse to me. All this stuff should've been ready long before.
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I realized one thing lacking in this book for the feats: summary of the ability lines in the feat lists.
in this playtest document; I can't tell anything about what a feat does except by looking up its full text. ![]()
While I haven't gotten enough testing to be sure; it seems like chain lightning could potentially hit hundreds of creatures or even thousands in a massed army.
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first, I wish there was just a generic megathread for people posting their reactions; cuz I'd rather post there than making a thread for it. But I see a lot of other reaction threads; and it'd seem odd to respond to one of them with my own reactions. haven't gotten to playtest yet, just read through most of the manual.
It feels like level matters too much, or at least in too direct a way. Basically everything that matters has scaling = level. A lvl 15 Legendary skill roll is the same as a lvl 20 untrained. That just feels weird; it means levels give you a HUGE jack of all trades effect, no matter what your class is. While I get that it helps with keeping certain things balanced at high levels it feels weird. And because in every case it's just +your level, rather than being individual tables that varied somewhat like the old save values; it feels like when you levelup, the improving everything due to the +level itself is simply more important than whatever other abilities you get; all those other feats and such seem insignificant compared to the +1 to EVERYTHING from leveling itself. The difference between something like Expert and Trained is very minimal, EXCEPT for gating effects wherein if you don't have it at a certain level you're just not allowed to do stuff. That kind of hard binary gating is weird when the difference is otherwise very tiny (i.e. just a +1). Organizationally, I feel like Chapter 9 should appear earlier; or at least some parts of it should. There's a lot of basic framing stuff in there that, if you haven't read yet, makes it harder to understand what's all happening. Alot of keywords defined there and such.
More examples are needed; there's a lot of places where I wasn't quite sure how things worked, and it'd have been helpful to see some examples to look at. Some of the classes feel a bit too samey; in many ways some feel less like distinct classes than different subgroupings of the same class. Like Druid has those various paths: leaf, wild, and whatever.
I dislike that there's still a lot of unrealistic nonsense like armor automatically making you walk slower and max dex; but I'm not surprised that was kept in. While the existence of more defined downtime and exploration phases theoretically opens up options; in practice it seems like there's very few feats (especially class feats) that interact with them. It feels like they're really given short shrift. ![]()
Part of the issue is that different communities and people have different ideas on what "average" optimization is, and I really don't have a sense of where this community's is.
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Hmmm, so, if I aimed an encounter for 5 lvl 2, the xp budget would be 2000 for the encounter? I remain surprised that no one has died yet facing such encounters on a regular basis. If I make one, I'll have to be careful to either not optimize it, or to adjust for optimization by lowering the xp budget. ![]()
Found this one looking through the recruitment and like the setup you have; thinking about maybe dm'ing, or maybe just joining to play. How tough do you guys aim for the encounters to be? What level of build optimization and tactics/strategy do you aim for? do you have a glut/shortage of dms or players? how do you handle player death? ![]()
Arcanist feels a bit too bland to me. Sorceror and Wizard are one of the most similar pairs of classes in the game already. This hybridization just doesn't feel that distinct from either one of them.
The other hybrids feel like they have a more distinct purpose. |