The new 5e playtest is out


4th Edition

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*eyes what they did to Sneak Attack*

Holy heck that's a big change.


The level of disatisfaction with the new playtest is rather amusing. Nerf is the new trending word.

I just think the designers cleaned out the classes and went with the bare essentials, adding and tweaking stuff later with more playtest.

I have to say I do not like the casters getting a maximum of two spell slots per level of spell. Plus the cleric is OP when you think about it. Hit an opponent and heal an ally in one action, plus wear armor? What class gets to do that right from the start as a class feature? What does the wizard get? At will cantrips. Lame. The hate and mistrust the wizard gets is tiresome.

Bounded accuracy is boring. A 1st level fighter gets +3 as his base attack and the 10th level fighter gets +5. Where is the sense of a heroic progression? What is the difference in combat skills between the farm boy who fightss goblins and the knight that fights demigods?


goldomark wrote:
What does the wizard get? At will cantrips. Lame.

And then only if the wizard is from the Academic tradition. The other traditions don't even get that, at least not completely. Ugh. No one in my playtest group is even willing to play a wizard, now.

And don't get me started on rogues... (Hint: What do you get when you take a fighter, lower his attack bonus, give him less attacks, nerf his weapons and armor, reduce his hp by a third, give him only two-thirds as many maneuvers, and... well, you get the idea.)


Dammit. Gmail put the notification e-mail in spam folder... Ok, time to read what's new.

Liberty's Edge

I hope they do keep things 'low power' for D&D next, 3.5e/PF is Hero-D&D beyond anything BECMI/1e/2e ever played like. Perhaps a super-hero supplement later? But I'm happy with the core game being more in-line with BECMI/1e/2e types of D&D. Easy to add sub-systems but more difficult to remove bits.

S.

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