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MonsterEnvy
Feb 4, 2012

Shocked I tell you
Just to tell you. D&D next is not the name of the game. It's officially just Dungeons and Dragons and is referred by the people making the game as D&D 5th Edition. This stated in twitter Next was the name of the playtest. This is not a big deal just somthing to point out.

Also I like the art as well the new Ogre looks quite smashing.

MonsterEnvy fucked around with this message at 15:25 on Jul 3, 2014

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MonsterEnvy
Feb 4, 2012

Shocked I tell you

Xelkelvos posted:

Can't see image. Don't leech from enworld.
Fixed

MonsterEnvy
Feb 4, 2012

Shocked I tell you

treeboy posted:

i don't see anything in the stat block about auto-saves per day. Is that a generic rule for all monsters, did they axe it?

There is going to be a thing the Monster Manual called the Legendary template. You add it to a monster and it gets several unique powers of your choice from the template, extra powers when in it's lair of your choice and a few auto saves.

It's a template you put on a creature to make them a boss monster.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Father Wendigo posted:

*Expertise is now gated to only starting with two skills.


Their background gives them Proficiency in two categories already so they get another 2 skills to uses well. That sounds pretty good.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Apparently Concentration can be interrupted as well.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Father Wendigo posted:

*Expertise is now gated to only starting with two skills.

You start with 4. 2 from background 2 from being a rouge then at level 6 you get another 2.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Jack the Lad posted:

Don't worry, Wizards have you covered. And it's stronger than the Fighter's was.



:smugwizard:

Well most Cantrips don't offer a saving throw so it does not matter.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Agent Boogeyman posted:

Okay, so looking at the ability score generation, is it just me or are they basically throwing a huge "gently caress you!" to anyone who doesn't want to leave their fate up to the dice and just do the sensible thing and generate through point buy? With 4d6, drop lowest, you can have a chance for some pretty swingy stats, but you also have a chance to start with ability scores of 16 or higher BEFORE racial mods. Point buy nets you with a baseline of 8's and nothing can be lower, but the highest you can pay up to is... 15? Really? So I could start with a 17 after racial mods OR probably start with much higher than that? Why are we STILL rolling randomly to generate ability scores when the entire reason it was there in the first place was to generate what class your character could qualify for way back in FIRST EDITION? WHY?

They capped all ability scores at 20 anyway. The Numbers are just lower in this edition.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Fillable Sheets are here. http://www.wizards.com/dnd/Tool.aspx?x=dnd/4new/tool/charactersheet

MonsterEnvy
Feb 4, 2012

Shocked I tell you

treeboy posted:

Are those other fighter options from a playtest or leaked from the phb/starter kit

They said that all other sub classes like the Maneuver Fighter (Called Battle Master) and Eldrich Knight are in the PHB.

Only thing I know that was leaked was that the Wild Sorcerer is one of the sub classes for sorcerer and we saw the Wild Surge table. (It can summon Flumphs.)

MonsterEnvy
Feb 4, 2012

Shocked I tell you
I would like more. Also Is the surprise thing the only thing the bugbear has for powers?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

LFK posted:

Gauntlets of Ogre Power: your strength becomes 19, unless it's higher. gently caress you, Fighter!


That seems fine for a fighter. It just means they don't have to bother putting points in Strength anymore.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

LFK posted:

Technically his 2d8 is a special power: bugbears get double damage dice. Otherwise, no.

And the CR/XP system says he's more or less equal to a wizard mob that can Hold Person 3x/day.

He has 5 more hit points.

Seriously, gently caress caster mobs.

A Bugbear is CR 1 meaning it's threat to a party of 4 level 1's. (Level 1 Wizards can't cast hold person as it's a level 2 spelll) Also caster mobs in this game would get ripped apart as they don't have the stamina to take hits.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

LFK posted:

Evil Mage

AC 12 HP 22 Spd 30
Saving throws: -1, +2, +0, +5, +3, +0
Challenge: 1 (200 xp)
4th level spellcaster, spell save DC 13, +5 to hit, knows
cantrips: light, mage hand, shocking grasp
1st level (4 slots): charm person, magic missile
2nd level (3 slots): hold person, misty step

Bugbear

AC 16 HP 27 Spd 30
Saving throws: +2, +2, +1, -1, +0, -1
Challenge: 1 (200 xp)
Brute: melee attacks do one extra die of damage (included below)
surprise attack: if it surprises and hits it deals 2d6 extra damage
Morningstar: +4, one target, 2d8+2
Javeline: +4, 1d6+2 or 2d6+2 in melee

Oh now I get what you mean. Well the Evil Mage can only hit one person at a time with Hold Person anyway. Bugbears meanwhile hit really hard. They are just different roles. The Ideal would be for The Mage to hold someone while the Bugbear hits them.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Comstar posted:

Is this pretty much Wizard Supremacy? Knock/Wizard Lock, ability to do more damage, ability to do everything a fighter or thief can do?

Or is the game more balanced than 1st and 2nd Ed? It's clearly not as flat as 4th Ed was (though I barley played it).

More Balanced. Unless they burn their limited high level spells on damage spells they won't do as much damage as a Fighter. So they are better for buffs debuffs and clearing out rooms of large amounts of weak enemies. (Though most buffs and debuffs can't be used while another is being used.) They are super squishy and need the other classes to protect them in this edition. Rogues are much better with skills, locks and traps then them. Casting Knock for example would be a last resort as it wastes a precious spell slot and it makes a loud knocking noise that will alert everything within 300 ft of the party.

MonsterEnvy fucked around with this message at 06:00 on Jul 4, 2014

MonsterEnvy
Feb 4, 2012

Shocked I tell you

goldjas posted:

More balanced then 4E? I disagree entirely, and I consider 4E to be extremely unbalanced. The fact that spells like Otto's Irresistible Dance and Death Ward(and the SoDs requiring it)exist again alone puts implications on 5Es balance that are pretty much impossible to even figure out.

It's also going to have the dumb poo poo again where wizards are weaker at lower levels, when fighters are stronger, then at higher levels wizards become overpowered and fighter types become useless. That wasn't good balance 30 years ago, it still isn't.

Monster math/balance is...nonexistant, we're back to a silly CR system that puts a level 4 wizard that can spam Hold Person at the same CR as a Bugbear again, to use an earlier example.

Edit: That being said I'll probably give the game a shot at some point, I've tried two of the earlier play tests and wasn't super fond of them either though, so maybe this version of DnD just really isn't for me. I like what I've seen of the art so far though, so there's that!

Never said it was as balanced as 4e. Just more then 3e and 2e.

Otto's Dance is a fairly high level spell that locks down one enemy until they make a save or until the Wizard stops concentrating on it. (At the level he can cast it almost any monster will be able to knock him out of it with a hit.) Death Ward is to keep you from dying there does not appear to be too many save or dies.

Fighter will still be useful at high levels at Wizards still have very few high level spells along with the fact that Wizards have no real way to stop the fact they are really squishy. (Unless they use a concentration spell meaning they can't use another concentration spell while using it.) Wizards needs people like the Fighter to protect them in this Edition.

The CR system seems to work fine. The Wizard is less of a threat to a level 1 party then a Bugbear is. People can also save against Hold person along with the fact that the Wizard can only use Hold Person on one target at a time. The Bugbear meanwhile hits hard and is a threat to every party member at level one due to it's large amount of damage.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Jack the Lad posted:

The maneuvers are pretty bad, though. Most importantly, they are the same from 1 to 20:
  • Grant an ally one weapon attack, add +superiority die to the damage
  • Target makes Strength save or drops an object of your choice, add +superiority die damage
  • Grant the next attack against the target by someone else advantage, add +superiority die damage
  • Gain advantage on your next attack against the target, add +superiority die damage to it if it hits
  • Target makes Wisdom save or has disadvantage against targets other than you until eont
  • Increase reach for one attack by 5 feet, add +superiority die damage
  • One of your allies can move half speed as a reaction, does not provoke, add +superiority die damage
  • Target makes Wisdom save or is frightened of you until eont, add +superiority die damage
  • Use your reaction to reduce damage of an attack that hits you by superiority die+dex mod
  • Add +superiority die to your attack roll, can do so after rolling
  • Target (Larger or smaller only) makes Strength save or is pushed 15 feet, add +superiority die damage
  • Grant an ally superiority die+cha mod temp hit points
  • When missed, use a reaction to make a weapon attack against the attacker, add +superiority die damage if it hits
  • When you move, add +superiority die to your AC until you stop moving
  • When you hit a target, choose another target and deal +superiority die damage to it if the attack would have hit it
  • Target (Large or smaller only) makes Strength save or is proned.

Wait how did you get these?

Also I think it looks pretty cool myself.

MonsterEnvy fucked around with this message at 22:59 on Jul 4, 2014

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Jack the Lad posted:

Closed February playtest.

They're okay, but not good enough to be the only things you get for 20 levels.

e: Like, if those were the options you picked from while going from levels 1 to 5, and you could do them at-will instead of twice per encounter, and the ones with a save didn't have a save (so that they didn't have to both hit and then have the enemy fail it), and the choices you got between levels 5 and 20 scaled up in terms of scope and power, they would be actively good.

Well they might have changed in the months since then. But even if they did not It's still pretty good in my eyes..

MonsterEnvy
Feb 4, 2012

Shocked I tell you
On the Ritual thing they still need the spell in their book and they need it takes 10 mintues to cast. Also stuff like Knock is not as good as having a rogue.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Piell posted:

Yeah, I mean it's not like rogues can fail or that Knock works 100% of the time, that would be crazy!

It's not like the Rogue can try again and the fact that Knock alerts everyone within 300 ft when cast and the fact that it's not a ritual anymore meaning using it costs one of your valuable level 2 slots.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
It's the same here. Knock still sets off traps.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
From same twitter confimed that Wizards do not get damage on a miss with cantrips.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

PleasingFungus posted:

So that class feature, as printed, does... nothing, then?

Correct which is why Mike said they are going put some of the cantrips that actually benefit from it in basic soon.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

treeboy posted:

So wizard DPR is not as high as was being calculated, also interesting that fighters can get upwards of six attacks in a round with action surge

8 Actually and that's not including bonus stuff like Two weapon fighting.

Mike Straight up said in fact that It straight up doubles the fighters extra attacks.

Let me find the Tweet.

Twitter posted:

@Bulletpointe : Action Surge + Extra Attack means double attacks, IE 3 normal attacks + AS equals six attacks, yes?
@mikemearls : yes

MonsterEnvy fucked around with this message at 18:48 on Jul 6, 2014

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Slimnoid posted:

Yes, and unless that character's attacks all have the same bonus to hit it just ends up being a giant waste of time and slows the game down to a crawl.

Luckily in 5e they do.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

moths posted:

You're still rolling 4x 2D20 whenever you have (dis)advantage, unless you're using four different paired colors of dice or whatever. It's not much of an improvement over different modifiers, and in some ways is probably worse.

Well that's only going happen at higher levels anyway and the Fighter is still useful. (And I use an online table top so the rolls are automatic. So it does not bother me.)

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Laphroaig posted:

Interesting, I'd be interested in the comparison chart. AKA, expected DPR of a 4 man iconic party (Rogue, Fighter, Wizard, Cleric) assuming normal use of daily resources etc, and see if this math even matches up. Basically, PCs can take so many hits, monsters can take so many hits. Does this math actually match up to provide a useful metric? Are all fights supposed to last 2-3 rounds? Exactly HOW terrible is it to take an action to NOT deal damage in combat, especially at higher level? At what point does inflated monster HP make save-or-die spells the optimum thing to cast?

Well we will have to see some more monsters to tell I guess.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
I think you guys are overacting to this. It does not last that long and is far more deadly to Wizards and the like due to the fact they have lower strength scores. Also it does not take magic to kill.


Also Wizards are not that great in this edition. They are useful and good but they need support or they will get squished. Concentration also helps keep them balanced along with the fact that they have far fewer spells.

Unlike in 3rd were 4 wizards would be the best party here all 4 classes would be the best party.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Rosalind posted:

Actually I think the best party is a rogue, a cleric, and 2 wizards. Rogues are the best tanks due to that 1/2 damage reaction and how amazing Dexterity is for spell saving throws. The cleric healbots the rogue (and the wizards if somehow an enemy manages to touch them). Wizard 1 uses stuns, holds, etc. to disable the target while Wizard 2 nukes it to death. Fighter stands on the sidelines and carries the wizard's loot for them.

You do know Fighters are actually good here. They are durable have high hp high AC get lots of attacks and with Action surge get even more attacks. They get more ablity score improvements as well. Their name is the Fighter and in 5e unlike 3e they fight really well. At High Levels they are walking buzz saws.

I won't say they are a good as the Wizard but they do well in the team and are never useless.

Anyway we need more monsters so we can test the classes more.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Raenir K. Artemi posted:

Hey, hi, honest question. You keep saying this, but did you miss the part where basically every utility spell is a ritual, so all of a wizard's spells are dedicated to combat, unlike in 3rd? And also that they have useful cantrips, which while they don't damage as much as a fighter's attacks, mean that they don't have to conserve spells nearly as hard as in 3rd? Because both of those things sort of mitigate this point.

I looked at the Ritual part. It's not that bad. Lots of utility spells are not rituals, Rituals take 10 minutes to cast and the Ritual has to be in the spell book. (Or prepared in the case of the Cleric) I main point is that the big spells are much more limited.

Wizards are useful and a good class and Cantrips really help. But they can never fully replace or make another class obsolete like they did in 3e.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Lets look at the Wizard Ritual spells.

Comprehend Languages
Identify
Detect Magic

These are the only 3 Ritual spells the Wizard can use that I can find in the basic rules.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

slydingdoor posted:

I don't think the restriction on prepared spells and slots really comes into play until level 10. Before then you have the same amount of slots as an old specialist wizard with one bonus spell per level, thanks to Arcane Recovery. At level 10, though, even with 20 int's giving you 15 levels worth of spells to prepare, with 5th level spells being the highest, you only have just enough for one unique spell of each level if you really want to prepare your highest level spells instead of heightening lower level ones. You'll get less versatile from there.

I sort of understand why they buffed higher level spells now, because preparing them has a kind of high opportunity cost compared to other editions, especially since Int and being a specialist doesn't grant you more higher level spell slots anymore.

So yeah, lower level wizards did not really get nerfed that hard. It's mostly concentration's forcing a decision between having a single buff, conjuration, or status effect in play at a time, and not being able to fire and forget with any of those types of spells anymore. Even if you drop a real nice Cloudkill, or multi-target Hold or Charm, or party-wide Fly, you get shot and you might get disrupted.

True but Lower Levels are when classes are more even anyway.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

treeboy posted:

Has anyone actually run the starter adventure? Or is everyone just still theorycrafting? I'd be curious to hear a post-game report of how things went.

I will be playing it today.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

copy posted:

In Basic rules yes, but apparently that list is more expansive in the PHB:


So I think that wizard's really don't have to worry about casting utility spells as anything other than rituals.

That contains spells from all classes that can use rituals not just Wizards and the list is old Knock is no longer a ritual spell for example.

And most of those spell are not really that good for utility.

MonsterEnvy fucked around with this message at 00:54 on Jul 9, 2014

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Nihilarian posted:

What? :psyduck:

Most of those spells are only good for utility.

What I mean is that they don't cover a huge scope of utility.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Just played my first session of D&D 5e. I had a ton of fun. Sadly my character died. (And was the only one to die.) due to a stupid in character decision combined with bad luck.

My Characters background flaw was that he was terrified of Bugbears and during a fight with one rather then stay up close with him to fight with the rest of the party I ran away and I refused to do the disengage action to get out of the fight with out the AoO reasoning my character was not thinking straight. Sadly this proved to be my undoing as my Fighter only had 1 hp left after goblins pelted him with arrows with some lucky hits and the Bugbear hit and did max damage with his AoO. As this was an official game my character got the bonus of being raised in town by my superior but the rules meant I did not get any treasure.

Despite this I really enjoyed it and I am level 2 now.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
We don't actully know how it works right now.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

P.d0t posted:

Guys, it's just a BASIC version of the game. Wait for the PHB.

Or until we get monsters in basic that actually inflict the stuff being complained about.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Spoilers Below posted:

This thing which has been horrible in every other version of the game, and which caused cascading math problems for derived values in the most recent version when it was implemented, might be good this time, you really just have to wait and see!

No I just want to see if they are in basic at all.

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MonsterEnvy
Feb 4, 2012

Shocked I tell you
Well in next it sort of looks like you can fight Medusa with out being turned to stone just don't ever look at her. (Which gives you disadvantage but it's better then being stoned.)

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