felipepepe
Codex's Heretic
Or the other side, killing a 5 HP Goblin by hitting his feet 5 times for 1 HP...I'm perfectly OK with a "heroic" fighter being able to survive reentry or take 100 swords to the face.
Or the other side, killing a 5 HP Goblin by hitting his feet 5 times for 1 HP...I'm perfectly OK with a "heroic" fighter being able to survive reentry or take 100 swords to the face.
Didn't see a mention of that anywhere... But keep in mind that these are *very* trimmed down rules for playtesting, around 40ish pages for player and DM notes in total.Do weapons still have a vs Larger Creatures damage? Like 2nd ED Longsword 1-8 damage (man sized creatures), 1-12 (large creatures)?
Didn't see a mention of that anywhere... But keep in mind that these are *very* trimmed down rules for playtesting, around 40ish pages for player and DM notes in total.Do weapons still have a vs Larger Creatures damage? Like 2nd ED Longsword 1-8 damage (man sized creatures), 1-12 (large creatures)?
deuxheroOtherwise, the playtest docs could be summed up as: 3rd ed lite + minor 4th ed additions + minor cosmetic throwbacks to older stuff. But I still haven't gone over them in depth...
Yeah, that's not a bad way to put it either, I guess. It has the same systematic approach that 3E took (that's why I compared them), as opposed to the more "messy" style of 2E. So let's settle at calling it alter-3E-litedeuxheroOtherwise, the playtest docs could be summed up as: 3rd ed lite + minor 4th ed additions + minor cosmetic throwbacks to older stuff. But I still haven't gone over them in depth...
Very lite. Monster writeups feel as if taken from 1st Edition. Character sheets are also pretty thin when compared to previous editions. I don't know, this playtest file seems more like an alternate sequel to 2E.
Yeah, Blunt lands is strange. Clubs, Hammers and Maces are 1d6, so I guess the staff gets more because it's 2H-only. Warhammer and Flail 1d8, Morningstar 1d10 (hybrid blunt/piercing) but 2H only, Maul 1d12, Sling 1d6. So Morningstars can't be 1H, and a Sling shot does as much damage as a Hammer? Hmph.Wait... the staff is now 1d8? o_O
Yeah, Blunt lands is strange. Clubs, Hammers and Maces are 1d6, so I guess the staff gets more because it's 2H-only. Warhammer and Flail 1d8, Morningstar 1d10 (hybrid blunt/piercing) but 2H only, Maul 1d12, Sling 1d6. So Morningstars can't be 1H, and a Sling shot does as much damage as a Hammer? Hmph.Wait... the staff is now 1d8? o_O
No such luck, I guess. And yes, it makes sense to make a short sword a slashing/piercing weapon, but hey - they don't even have a knife-type weapon (1d4 slashing). Perhaps this should be included in playtest feedback by someone who's officially in?
- A character can only take one long rest per 24 hours. Since long rests are required for healing and spell memorization, this could be interesting...
A sling does more damage than a fucking dagger?
Well, the armor table is also all sorts of wonky - light armor seems clearly superior for anything above +2 dex bonus compared to medium and heavy armor. So, let's go with the assumption they just didn't put much thought into the equipment tables (but couldn't release the playtest without some kind of equipment list), and they'll handle that part properly at a later point.Yeah, Blunt lands is strange. Clubs, Hammers and Maces are 1d6, so I guess the staff gets more because it's 2H-only. Warhammer and Flail 1d8, Morningstar 1d10 (hybrid blunt/piercing) but 2H only, Maul 1d12, Sling 1d6. So Morningstars can't be 1H, and a Sling shot does as much damage as a Hammer? Hmph.Wait... the staff is now 1d8? o_O
Unless there are other modifiers to weapons, this does seem odd. I get the whole slash/blunt thing (like for skeletons). Maybe at this point they are just dialing in some stuff first?
It almost seems they want to make all weapons universal, and just use what weapon you prefer.
Also: constantly Intoxicated characters are going to be a popular choice (disadvantage at attacks and checks, but incoming damage is reduced by 1d6?) :p
What were the 3rd edition rules on drunkenness? I vaguely remember something in the 2nd edition. I don't remember the exact particulars though.
Also: constantly Intoxicated characters are going to be a popular choice (disadvantage at attacks and checks, but incoming damage is reduced by 1d6?) :p
Meh. I expect that part (Intoxicated giving DR) to be left on the cutting floor in the first update, there's just no way to leave it like that. I mean, create a wimpy Wizard (12 HP), spam Magic Missle (that doesn't use an attack roll or a check, thus avoiding the downside), and get to resist 3.5 (over 25% of your overall HP) of damage on average from every incoming hit. Yeah, that works just greatAlso: constantly Intoxicated characters are going to be a popular choice (disadvantage at attacks and checks, but incoming damage is reduced by 1d6?) :p
In before Monks with Drunken Style feats that quickly become OP.