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Made in us
[MOD]
Solahma






RVA

It's just a 16-page download. It's an original setting, but the thing itself is really more of scenario with pre-determined characters.

   
Made in us
Badass "Sister Sin"






Camas, WA

http://www.onesevendesign.com/ladyblackbird

I believe you'll find it there.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Longtime Dakkanaut






Yeah. I love their art style; the airship on their main page piqued my interest immediately. I'll print out the PDF and read it on the train home probably.
   
Made in au
Esteemed Veteran Space Marine





Australia

Ahtman wrote:
Chrysis wrote:I guess you missed the part where you get one reaction per turn. Page 9 of How to Play.


And somehow god didn't strike us all dead, though I suspected as much.

Chrysis wrote:Also, Clerics function differently from Wizards. They have 2 Spell Slots per day, not Prepared Spells. They use Spell Slots to cast Prepared Spells in the same way other RPGs use Magic Points or the like. Specifically 1 Level 1 Spell Slot allows you to cast 1 of your level 1 Prepared Spells. So Clerics don't have to specify in advance exactly what they will be casting during the day, they prepare a collection of spells that they will then choose from on the fly.


If you could find where it specifically states that in the playtest rules it would be appreciated. We can't assuming everything is exactly the same as some of the previous editions because there are differences, such as casting Radiant Lance at-will. I read the rules when they released them but the DM had them printed out in front of him and we didn't see where it went over that, just like it didn't quite explain how a +1 Dex Dwarf had a +4 to hit with a Crossbow or why there were no opportunity attacks either. Not that it had some game breaking impact or kept us from having a good time.


I thought the extra +x was from training with the weapon?

DT:90S++++G++M--B++I+pw40k08#+D++A+++/mWD-R++T(T)DM+


I am Blue/White
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
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Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

A few things i fid stupid and hope that i get changed.

Hit Dies..., really we must really once again to hasard or luck for the most important stat of your char?...

The Spell systeme, that was something that i hated from 3 ED and 3.5, once you have cast your 3 spells, you are useless and need to use a bow or sling to participate in the combat...,really?

And Wizard and Cleric only have 1 at will, and you will throw the same over and over again for the rest of the encounter, isn't that the definition of boring?

The fact that you gain more disadventage from weiring a heavy armor they you actually gain any advantage.

No way to block passing critters on the tiles next to you when you are a figther, there is the Guardian theme, but you are limited to one ennemy at a time...

And a few other things that convinced me that i will wait for futur rules packets to see where this 5th ed is going before deciding what im gonna do with it.

   
Made in au
Esteemed Veteran Space Marine





Australia

*Edit because i miss read*

The mage has several handy spells.

Shocking grasp is good for high damage if someone gets too close

Magic missile is your go to long range if you couldn't be helping in other ways.

Magic Hand is very handy if the user is imaginative. My wizard kept tugging on feet and covering up eyes with his.

Ray of frost is great against big guys like the ogre.



And heavy armour is great if your a dwarf.

This message was edited 1 time. Last update was at 2012/06/09 13:43:53


DT:90S++++G++M--B++I+pw40k08#+D++A+++/mWD-R++T(T)DM+


I am Blue/White
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
" border="0" /> 
   
Made in us
Hangin' with Gork & Mork






Slayer le boucher wrote:Hit Dies..., really we must really once again to hasard or luck for the most important stat of your char?...


Hit Dice don't determine the number of Hit Points a character has as in 3.5. It is the renamed Healing Surge. It gives players a self heal ability. At level 1 just having the one die isn't a huge boon, but the number of dice per day they can use to heal goes up as the character levels. How Hit points are determined is unknown as the character creation rules are not available at this time.

In the two separate games I've played in two separate groups each time the player using the wizard found use for almost each Cantrip, so I don't think it will end up just one being used over and over, though I do see Ray of Frost being changed.

This message was edited 1 time. Last update was at 2012/06/09 14:46:37


Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in gb
The Hammer of Witches





Lincoln, UK

Ahtman wrote:In the two separate games I've played in two separate groups each time the player using the wizard found use for almost each Cantrip, so I don't think it will end up just one being used over and over, though I do see Ray of Frost being changed.


Why is that? I've just started my playtest run, so I've not had a chance to really judge things, so I'm interested to know what your thoughts on it are.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in us
Hangin' with Gork & Mork






htj wrote:
Ahtman wrote:In the two separate games I've played in two separate groups each time the player using the wizard found use for almost each Cantrip, so I don't think it will end up just one being used over and over, though I do see Ray of Frost being changed.


Why is that? I've just started my playtest run, so I've not had a chance to really judge things, so I'm interested to know what your thoughts on it are.


Dropping a creatures move to 0 is a strong debuff, and probably to strong for a cantrip. The DM for the game I am a player in changed it to halving the targets speed instead of just locking it down completely.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in gb
The Hammer of Witches





Lincoln, UK

I suppose so. It could really benefit ranged focussed parties, certainly. Well, I shall have to see how it affects my game as I run it. Halving speed sounds like a good solution.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
 
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