tag:blogger.com,1999:blog-1790030420507335953.post5005372703298560446..comments2024-03-23T08:21:07.075-07:00Comments on Points of Light: D&D Next Packet: No Choice or SkillsDavid Guyllhttp://www.blogger.com/profile/16299128722345607123noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-1790030420507335953.post-88537173316224422752013-09-03T09:06:21.558-07:002013-09-03T09:06:21.558-07:00I'm fervently hoping that we're not seeing...I'm fervently hoping that we're not seeing the full system just yet, but I didn't mind the feat system - letting you just take Bigger Numbers means that there's no 3.5 required feats that add that extra bonus whatever. Now it's all big style changes, and you may not bother to take one until you've maxed out your main skills. I do agree that some of them are overly broad and make them seem *less* useful to an intended audience - a Fighter may want Heavy Armor for the damage soak, but it feels like you're "wasting" the gained armor proficiency.<br /><br />The hour-long short rest is crazy, though - our table is trying to figure out where the abuse was in a five-minute "timeout" break. At an hour, we're not sure how to even do a dungeon crawl (if I can secure a space for an hour, why not just secure it for eight and take a long break instead?)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-32953695770430400622013-08-26T13:53:00.522-07:002013-08-26T13:53:00.522-07:00Given that there are only five levels where rogue ...Given that there are only five levels where rogue styles diverge, I would say that they are just as constrained as fighters (who get three paths to choose from, instead of two styles).<br /><br />I can see a lot of overlap between a guy who sneaks around and stabs people, and a guy who sneaks around and stabs people with poison or whatever. David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-70117856631552200262013-08-25T22:34:56.930-07:002013-08-25T22:34:56.930-07:00No it doesn't matter what you call it- only th...No it doesn't matter what you call it- only that the customization within the rouge scheme is too broad, in my opinion. Fighters and wizards (sorry "mages") still have the same simple scheme, with some good workable customization. The rouge I feel would just be best split up under completely different character classes where they could focus more on that particular thing (like assassin or swashbuckler, which would be prime classes all on their own) and then have a class- whatever you want to call it- that focuses more on those more specific skills of thievery. Its just a bit simpler to me, and an assassin or swashbuckler class on its own would be much cooler on its own... Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-86204117346762883652013-08-25T08:14:13.788-07:002013-08-25T08:14:13.788-07:00Not liking skills or feats, and "missing the ...Not liking skills or feats, and "missing the thief"? Sounds like a grognard...<br /><br />Anyway, I can see a case for getting rid of feats: you could instead offer up "talents" or something like that as part of a class. This would open up a lot of customization, allowing players to choose what they want, when they want, instead of locking in future choices.<br /><br />The added benefit is that later they can change their mind if something better suits their concept (instead of, again, being stuck with a previous decision).<br /><br />Skills, not so much. Not only are they a simple point of customization (and found in most D&D editions), being better at doing certain tasks than the normal person helps mechanically emphasize a character concept. I honestly have no idea why people are opposed to skills, except that they were not in OD&D (and maybe not 1st Edition?).<br /><br />I prefer the label rogue over the thief, because thief implies someone who steals things, while rogue is much more broad: sure, you can be good at stealing things, but you can also take what the rogue can do and apply it to a variety of other archetypes (scout, assassin, ninja, etc).<br /><br />Like skills, the only justification for using thief over rogue seems to be "it was called thief before".David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-43460255710053316282013-08-25T05:44:21.498-07:002013-08-25T05:44:21.498-07:00Good- get rid of the skills. And the feats, too- t...Good- get rid of the skills. And the feats, too- throw those all in the bag of devouring.<br /><br />Skills can easily be covered through a simple roll of your primary attributes now- you don't have to comb through a big boring list of stuff you're hardly going to use. <br /><br />The rouge thing ticks me off too- I miss the "thief". All you did was pick locks, look for traps, hide in shadows and stab people. Now we have six different classes rolled in to one. Why not just bust that up in to six completely different classes with their own abilities? To me, the way they have it now is confusing and weird.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-13370767755939057602013-08-03T23:08:39.993-07:002013-08-03T23:08:39.993-07:00I see the convenience of pre-packaged builds as a ...I see the convenience of pre-packaged builds as a way to make it quick and easy to create a character that evokes a strong concept. Like, a fighter with a big sword, sword and shield, two swords, bow, etc, or a wizard that focuses on fire magic or necromancy.<br /><br />The problem is that it is more than a year later and they have not really demonstrated any strengths of the system. Feats have been changed up quite a bit, classes have a lot more stuff going on, and we still have not seen an example of how various modules will affect the game.<br /><br />It would be great if you picked fighter and had access to the full suite of options instead of being saddled with Second Wind. Again, Numenera had pretty flexible classes early on during its playtest period. Why does not a knight have the option of picking up maneuvers? Why does picking a spirit totem lock you out of other barbarian stuff?<br /><br />It seeems really pointlessly limiting, and it should not be, especially at this point. If they really want to wow people, give it to us both ways: you can let druids mix and match nature magic and animals shapes however they want, and still have build presets or even just guidelines for concepts and settings.David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-63861651458187458982013-08-03T20:48:34.315-07:002013-08-03T20:48:34.315-07:00I think you may be missing the potential of this n...I think you may be missing the potential of this new "pre-packaged builds" class design. Yes, it bundles basically all of your important class decisions into a single pick, but it shouldn't be hard to customize new ones to fit your character design. After all, your Rogue isn't a Charlatan or an Assassin. He's a Tomb Raider, and the DM whips up a mixed-and-matched Rogue Style to fit. Even more so, the class builds can be customized to fit the setting. In an Oriental Adventures campaign, you don't have Gladiator and Knight Fighters. You have Ronin and Samurai. Dark Sun has Defiler and Preserver as Mage traditions. Eberron has Druid Circles for Children of Winter, Ashbound, and Gatekeepers. I can see the complaints regarding the loss of player choices, but I think the potential for setting immersion is worth considering.Nostromoidhttps://www.blogger.com/profile/17467488251676481822noreply@blogger.com