5E playtest and playtest rules discussion
- Zilfer
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Re: 5E playtest and playtest rules discussion
Now is there a saving throw for this 0 movement? If not then it's not guaranteed.... <.< and is it a ranged touch attack still or is it an autohit like magic missile? If so you can still miss with a shitty mage ranged touch attack.
- Jester of the FoS
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Re: 5E playtest and playtest rules discussion
Ranged attack, so you hit AC.
- alhoon
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Re: 5E playtest and playtest rules discussion
But it was a 1st edition adventure...starfalconkd wrote: 5. The adventure pitch idea in Caves of Chaos gives an excellent set up for how adventures are designed. If they follow this formula (which has an almost 1st edition feel) I think this will do well.
No save, ranged attack.Zilfer wrote:Now is there a saving throw for this 0 movement? If not then it's not guaranteed.... <.< and is it a ranged touch attack still or is it an autohit like magic missile? If so you can still miss with a shitty mage ranged touch attack.
But wizards get "spell attack" bonus of +2 +intel. So a wizard with 16 intel (like the one provided) would have a +5 to hit the AC 13 of a minotaur and keep him in place (with no save) for his friends to pellet him with arrows. As I said, it's an action well spent.
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- starfalconkd
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Re: 5E playtest and playtest rules discussion
Yes it was. I was talking about the flavor text under "What is this adventure testing?" and everything under "Make this your adventure." It gives it the original flavor.alhoon wrote:But it was a 1st edition adventure...
I'm not sure how accurate it is to Keep on the Borderlands, I don't think I've ever read it. Anybody familiar with Keep?
The wizard also starts with a +1 apparently because s/he is listed as having +6.alhoon wrote:But wizards get "spell attack" bonus of +2 +intel. So a wizard with 16 intel (like the one provided) would have a +5 to hit the AC 13 of a minotaur and keep him in place (with no save) for his friends to pellet him with arrows. As I said, it's an action well spent.
- alhoon
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Re: 5E playtest and playtest rules discussion
Has 18 intel and I remember wrong? Won't open my book again just for that. 
Anyway, I think they took it way too far with advantage/disandvantage.
As my sister clearly pointed out: "I'll roll a 17 and because a kobold with a big shield is next to that guy, I have to roll it again?!?" too harsh
I believe it should be advantage/disadvantage on SERIOUSLY debilating or advantageous cases.
Like the target is incorporeal, the attacker is blinded, a powerful curse etc.
A cleric of Moradin giving disadvantage to the attacker of the guy next to him, is kinda too high.
I'll tell them that when they ask us.
Anyone know when they will start asking us? Or where we send our comments?

Anyway, I think they took it way too far with advantage/disandvantage.
As my sister clearly pointed out: "I'll roll a 17 and because a kobold with a big shield is next to that guy, I have to roll it again?!?" too harsh
I believe it should be advantage/disadvantage on SERIOUSLY debilating or advantageous cases.
Like the target is incorporeal, the attacker is blinded, a powerful curse etc.
A cleric of Moradin giving disadvantage to the attacker of the guy next to him, is kinda too high.
I'll tell them that when they ask us.
Anyone know when they will start asking us? Or where we send our comments?
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- Zilfer
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Re: 5E playtest and playtest rules discussion
I see... if it has no save than yeah i guess it might be a bit over powered.... that is if you don't miss a turn somewhere in there... XD
Re: 5E playtest and playtest rules discussion
I like what I see in the playtest so far. I know a lot of people have complained about the -20 rule for surprise, but I prefer it, and here's why.
First, it doesn't really change anything. In the older editions, surprise meant you got to act first, to some degree. That is still *almost* always the case. The only time it wouldn't be, is if the surpriser rolles *exceptionally low* and the surprised has an exceptionally high initiative modifier and rolls exceptionally well. Rare enough for me to be comfortable, and when it does eventually happen, it'll be memorable.
Secondly, it speeds things up. There's no special round, where you're limited in your actions, it's just a regular round, and if you want to, you can likely act before your opponents. No real difference from what is there already, just a cleaning-up of the rules, if you will.
Also, the Ray of Frost thing doesn't bug me. All the examples have been of the wizard using his turn to immobolize while his companions attack. That's great teamwork, but as Jester and others have said, enemies can use teamwork too. Any single monster facing the group is probably slated to die anyways, as solos didn't really work well in 4E (at least with my gaming groups).
Sure, the wizard can lock down one creature, but the others are free to act. And if that monster has ranged attacks or spells...well Ray of Frost doesn't do anything to that.
Just to be nitpicky, it says it reduces the speed to 0, it doesn't say it stops them from moving altogether. So I would rule that White Dragon can hover in place.
It is only the first iteration of the rules; I expect we'll see many changes before actual publication.
First, it doesn't really change anything. In the older editions, surprise meant you got to act first, to some degree. That is still *almost* always the case. The only time it wouldn't be, is if the surpriser rolles *exceptionally low* and the surprised has an exceptionally high initiative modifier and rolls exceptionally well. Rare enough for me to be comfortable, and when it does eventually happen, it'll be memorable.
Secondly, it speeds things up. There's no special round, where you're limited in your actions, it's just a regular round, and if you want to, you can likely act before your opponents. No real difference from what is there already, just a cleaning-up of the rules, if you will.
Also, the Ray of Frost thing doesn't bug me. All the examples have been of the wizard using his turn to immobolize while his companions attack. That's great teamwork, but as Jester and others have said, enemies can use teamwork too. Any single monster facing the group is probably slated to die anyways, as solos didn't really work well in 4E (at least with my gaming groups).
Sure, the wizard can lock down one creature, but the others are free to act. And if that monster has ranged attacks or spells...well Ray of Frost doesn't do anything to that.
Just to be nitpicky, it says it reduces the speed to 0, it doesn't say it stops them from moving altogether. So I would rule that White Dragon can hover in place.
It is only the first iteration of the rules; I expect we'll see many changes before actual publication.
- alhoon
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Re: 5E playtest and playtest rules discussion
Good point Mortavius
And to be clear: I can't tell for sure... until I manage to get someone to playtest with. Has anyone brought the rules to his group or something?
Also, how we make encounters in this game? XP bucket? Common sense? The later will be kinda tough without ANY knowledge of the rules.
And to be clear: I can't tell for sure... until I manage to get someone to playtest with. Has anyone brought the rules to his group or something?
Also, how we make encounters in this game? XP bucket? Common sense? The later will be kinda tough without ANY knowledge of the rules.
"You truly see what a person is made of, when you begin to slice into them" - Semirhage
"I am not mad, no matter what you're implying." - Litalia
My DMGuild work!
"I am not mad, no matter what you're implying." - Litalia
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Re: 5E playtest and playtest rules discussion
Well, we still don't know, there aren't enough rules out to build encounters and adventures yetalhoon wrote: Also, how we make encounters in this game? XP bucket? Common sense? The later will be kinda tough without ANY knowledge of the rules.

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