| tivadar27 |
Note: I'll likely be editing to append to this post as I go.
I've included some of this in other threads, but figured I'd post a high-level list of thing that I think definitely need addressing. Honestly, I think there are a lot of good nuggets in the Playtest, but that gets hidden by the fact that way too much just doesn't work/is difficult. While the core is good, this definitely feels pretty far from a finished product, and it feels as if some things were rushed through/not thought out.
AC too high
AC is way too high. With just medium armor and a shield (assuming a Dexterity of 14), you’re getting a +8 to AC at level 1. Compare this with a maximum of +4 attack from your primary stat at level 1. Even with circumstance-type bonuses, that’s not enough to make someone who’s “supposed” be good at attacking have any chance to critical on anything but a natural 20 against your average Joe. Iteratives make this *much* worse. Perhaps 8+... rather than 10+... for AC.
Note: This was reflected in the bestiary where enemies/NPCs *have* to have an attack bonus that’s above what it should be according to their level/stats, and a lower AC just to make them viable. Composability matters!
Lookup issues
Lookup for deity information is pretty horrible. I get deity names and their spells and domains. Domains are in the table below, so that’s fine, but those then have associated powers. I need to look all of the spells/powers up in the back of the book.
Lookup for Background Skill Feats should list the skill that the Feat is tied to! Makes it simpler to figure out which backgrounds are applicable if “I want my character to be good at Athletics!”
Long lists of alphabetized things are bad in general.
Class progressions locked
Mandatory progression in class abilities make it seem like there’s little room for flexibility. For example, if I want to make a buffing war cleric, I automagically get progressions in my Spellcasting proficiency, or if I want to be an Alchemist who doesn't poison.
It’d be nice if those were optionally class feats to allow for flexibility. I don’t know this needs to be done for *everything*, but it might fit in places. You could also just say “any class feature can be replaced by a class feat” and go for it! This is really pronounced because traditional multiclassing is not an option (you can’t stop progressing in your main class).
Multiclassing
The narrowness of the multiclass system shows. Rogues get dex to damage as their signature thing, but you don’t get that by multiclassing into them. Clerics get channel energy as their signature thing, but not as a multiclass… It truly feels like the multiclass archetypes are just archetypes, and not really multiclassing at all.
Feats not balanced
Nimble dodge is a garbage ability, particularly when put side-by-side with the fighter equivalents (Reactive Shield, which is on success/critical success rather than on attack, and then applies for the rest of the round, or, if just fighting one-handed, dueling parry, which uses an action but is +2 vs everything). Perhaps raise this to a +4 to make it more viable.
Limited feat lists, missing levels
The Bard feat list is *extremely* shallow. The cleric, wizard, and sorcerer feat lists jump from level 1 feats to level 4 feats, to 8, to 14. Monk skips level 2 as well. Be better about giving people new and exciting options at every level! And giving a reasonable number of options to the poor Bard.
Bards aren't bards
Bards, in general, feel *very* different from where they were before. They’re now forced into the role of specializing with their performances, as they don’t really have any other options. First edition bards were better at being able to specialize in different areas or diversify. Contrast this with clerics, who are also pure casters, but get many combat-related feat options. Adding more feats and making some of their stuff optional (see above) would go a long way.
| tivadar27 |
| 2 people marked this as a favorite. |
Signature Skills are bad
So it turns out you don't really get to select these at all, and they really limit how your character can progress. The section discussing these suggests that they're given out by your background and class, but it looked as if the background section only makes you trained a in a skill. This means that the set of skills you can be good at is entirely dictated by your class, and that is terrible.
There should be some option to pick 2 or 3 signature skills freely on character creation, or at least have them tied to things other than your class! Better yet, do away with them completely. Why are they even here?
| Kazk |
| 3 people marked this as a favorite. |
I will have to think deeper on your points in your first post, but I definitely agree that the Signature Skills system needs some change, specifically, to address the problem you pointed out: Your skilled abilities being almost wholly determined by your class.
Currently, the impact class now has on skills is really big in a bad way. Compare the difference between the +3 from a class skill in 1e vs being locked out of all the functionality that comes with being Master or Legendary in a skill.
This is especially unfortunate because being very amazing in a skill that is unrelated to the class's main functionality is one of my favorite ways to make a character more interesting.
| tivadar27 |
Critical hit rules got worse
It's really not obvious what multiplies and what doesn't on critical hits. For example, precision damage adds to the damage to the attack, does that count as weapon damage? Why are two types of damage bonuses called out, what does that exclude? How does one go about doubling a double (alchemist empower bomb criticals).
Make this simple, either double everything (minus the special critical effects, fine) or don't. Don't make us have to go sifting to figure out which bonuses get doubled and which don't.