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Seerow
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Post by Seerow »

Lago PARANOIA wrote:
CapnThePirateG wrote:No one cares about the MTP, or the padded sumo.
No one cares about as in the 'this makes my game AWESOME' or 'I really don't care for this bullshit' sense?

But yes, under the current 5E D&D design paradigm, Magic Missile is in fact too powerful. A 9th level fighter would do something like 1d8 + 4 (STR) + 2 (enh) + 3 (weapon class features) or 1d8+9 damage. A 9th level wizard would do something like 5d4+15 damage, as implements add to damage rolls in 5E D&D.
Um, the sample 5e fighter does 2d6+7 at level 1. If you're giving him a magic weapon/master work, and 8 more levels, I'm pretty sure he's dealing more than 1d8+9 (Simply because just from what we already know, at level 3 he's got 2d6+9, from a masterwork weapon and the level 3 damage bonus).

There's also no guarantee they'll have every missile get the bonus from implement damage. Given we don't have rules on implements at all as far as I could see, it's a big leap to assume that you're getting +10 damage from a +2 implement, just because you have 5 missiles.


There's plenty of things wrong with the 5e playtest info we have available without exaggeration and assumptions that we have no way of making. We could for example find out that implements will only provide their bonus damage once per target, so you could either hit 5 different targets for 1d4+3 each, or a single target for 5d4+7. (which is averaging pretty closely to a level 3 fighter being thrown a +2 weapon at 2d6+11, even ignoring any bonuses he gets from the next 7 levels)
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Post by Lago PARANOIA »

First of all, only a goddamn idiot would use a 2d6 weapon at higher levels since those are all two-handed weapons. If you are a character that has access to shields and you don't use them once magical shields start dropping then you're a moron.
There's also no guarantee they'll have every missile get the bonus from implement damage. Given we don't have rules on implements at all as far as I could see, it's a big leap to assume that you're getting +10 damage from a +2 implement, just because you have 5 missiles.
It's not that big of a leap. 4E D&D worked precisely like that. 3E D&D was a lot more inconsistent, because you had things like Warmage's Edge and Manyshot that only did the 'one damage bonus evar' but you ALSO had things like Ray Specialization and Privileged Energy which didn't.

That said, it's certain possible that in the intervening 6 levels that the fighter might have access to some secret superpower that turbo-boosts their attacks. But the same thing could happen to and for the wizard. And also just because the fighter got a damage bonus at low level doesn't mean that it digivolves into more or better bonuses when the game advances. Neither the 3rd or 4th Edition fighters did without outside investment, so assuming that it will is fishy.

So. 1d8 + 9. That's 4 for the strength bonus, 2 for the enhancement bonus, 3 for the class features. That might be +10 because I can't find a smoking gun on whether the damage bonus for masterwork equipment doesn't get folded into the bonus for magical equipment.
Last edited by Lago PARANOIA on Wed May 30, 2012 5:37 pm, edited 2 times in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Seerow »

So. 1d8 + 9. That's 4 for the strength bonus, 2 for the enhancement bonus, 3 for the class features. That might be +10 because I can't find a smoking gun on whether the damage bonus for masterwork equipment doesn't get folded into the bonus for magical equipment.
The +9 still doesn't fit, because once again that's what a level 3 fighter has with no enhancement bonus. I think the Fighter has another +2 to damage baked into the class somewhere. Unless you think that extra +2 to damage on the character sheet is from using the weapon two handed.



As for being a moron to not use shields when magical shields start showing up, we honestly don't have enough information to say that. We have no idea how any sort of scaling works, how magic shields (or any sort of magic item) would be handled, or if animated shields will still exist. Unless there's a whole extra section of the playtest docs I missed that covers all of this, I'm going to say you're getting ahead of yourself and flipping out over things that we can't really flip out about yet. It may all be right, but it could also still all be wrong. Instead focus on shit we know is stupid that we know is going to be in, like Magic Tea Partying literally everything ever.
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Post by Lago PARANOIA »

Seerow wrote:We have no idea how any sort of scaling works, how magic shields (or any sort of magic item) would be handled, or if animated shields will still exist. Unless there's a whole extra section of the playtest docs I missed that covers all of this, I'm going to say you're getting ahead of yourself and flipping out over things that we can't really flip out about yet.
Yes, a black swan event like an animated shield would make two-handed weapons viable again. Or a not-so-rare event like a face-rocking class feature shows up. However, from what we know so far we know this:

[*] 5E D&D does not do level-based defense or attack scaling. It's completely likely that a 3rd level fighter will have the same attack and defense bonus as a 1st level fighter.
[*] 5E D&D monsters get slightly but statistically significantly more powerful as time goes on. With the level-based hitpoint scaling this is a wash if your defense stays equal.
[*] 5E D&D has magic shields of an enhancement bonus in it.
[*] 5E D&D does not do weapon dice multiplication.
[*] 5E D&D occasionally has attacks bundled with an additional deleterious effect. If it's like 3E or 4E D&D they'll be more common as time goes on.
[*] 5E D&D does not let people buy magical items. We're not sure if they're going to use wishlists or random drops, but regardless, you can't rely on having black swan item enchants like magical skills.

From what we've seen so far, this is shaping up to make sword and board THE fighting style for most people. Now, I'm not denying that something may come up which lets other fighting styles kick enough ass that you're not an idiot for going two-weapon fighting or greatweapon fighting. But it has to be pretty goddamn big for it to compete with +4 to AC (or MORE) in a game in which having a 20 to AC (+2 fullplate) is considered a pretty boss score.
Seerow wrote:The +9 still doesn't fit, because once again that's what a level 3 fighter has with no enhancement bonus. I think the Fighter has another +2 to damage baked into the class somewhere. Unless you think that extra +2 to damage on the character sheet is from using the weapon two handed.
Okay, going through the character sheet one more time.

[*]We have a third level fighter who uses a bastard/longsword, because shields are crazy-go-nuts good so far in 5E. Hell, he might even be using a 1d6 rapier at 18 dexterity because strength sucks monkey fuck in 5E and dexterity fucking rules. But whatever, 1d8 sword, strength bonus of +4, before we even consider class.

[*]Level 1: He gets a +2 bonus to damage from Weapon Focus. That bumps his damage roll to 1d8 + 6. If we say that he gets a damage bonus from masterwork weapons, that's 1d8 + 7.

[*]Level 2: You get no native damage bonuses.

[*]Level 3: You get a +1 to damage for being a third level fighter. THat's 1d8 + 8.

In the between times of level 3 to level 9, the fighter picks up a +2 weapon of some kind. That's 1d8+10, assuming that the masterwork damage bonus doesn't stack with an enhancement bonus.


Could the bonus be higher than that? Sure. It's a level 1-3 adventure and there are a couple of +2 pieces of equipment in there; a level 4-9 can have some better stuff in it. Furthermore, while the wand has confirmed implement bonuses to attack exist in this game, it doesn't confirm implement bonuses to damage -- so the wizard may never get implement damage bonuses.

But regardless, I don't see a 9th level fighter's damage bonus going higher than +15. It'll almost certainly be lower than that in fact unless Mike Mearls steps back from the padded sumo abyss.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Aryxbez »

CapnTthePirateG wrote:Live chat with Mearls: http://www.enworld.org/forum/news/32404 ... wford.html

So, let's see:

No one cares about the MTP, or the padded sumo.

Magic Missile is too strong (really?)

Monsters are influenced primarily be 4e...Fuck.

They acknowledge the pregen rogue is a shit scout.
oh god, you guys aren't kidding with predictions when he says crap like this:
Mike Mearls wrote:For instance, does it FEEL OK that magic missile does auto damage every round

The big thing is to avoid snark and an overly antagonistic attitude. We're human, and it's easy to tune out someone who comes across as a crank.
So, basically ignore the Gaming Den, who coincidentally will provide the math, literal and bad writing interpretations of the rules you've set?

Also, I'm guessing of what I read there, they're also hoping people start making up house rules for their playtests. So that they can milk off their customer base "genius" ideas.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

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Post by ishy »

Lago PARANOIA wrote: [*]Level 1: He gets a +2 bonus to damage from Weapon Focus. That bumps his damage roll to 1d8 + 6. If we say that he gets a damage bonus from masterwork weapons, that's 1d8 + 7.
You are wrong, a fighter gains a +4 dmg bonus at 1st level.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
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Post by Lago PARANOIA »

ishy wrote:You are wrong, a fighter gains a +4 dmg bonus at 1st level.
Okay, I gotta admit, I just can't find it on the character sheet. I see Weapon Focus, where's the other +2 coming from? Break it down for me.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Seerow »

Lago PARANOIA wrote:
ishy wrote:You are wrong, a fighter gains a +4 dmg bonus at 1st level.
Okay, I gotta admit, I just can't find it on the character sheet. I see Weapon Focus, where's the other +2 coming from? Break it down for me.
Like I said, in the character sheet the Fighter has +7 by default. +3 comes from attribute, +2 comes from Weapon Focus, he has another mystery +2.

The Chat Transcript that was posted on EN world indicates that the other +2 came from the Fighter class itself, but not listed as a class feature.
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Post by Lago PARANOIA »

I don't particularly trust the character sheets. The Moradin (Morondin) cleric uses a shield for a class feature despite not having the proficiency. I mean, really now. Nor do I trust mystery-fixes, since game designers have welshed/errata'd deals in the past.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Seerow »

Lago PARANOIA wrote:I don't particularly trust the character sheets. The Moradin (Morondin) cleric uses a shield for a class feature despite not having the proficiency. I mean, really now. Nor do I trust mystery-fixes, since game designers have welshed/errata'd deals in the past.
Yet the designers are explicitly saying "If the data and the sheets conflict, use the sheets".
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Post by ishy »

Lago PARANOIA wrote:I don't particularly trust the character sheets. The Moradin (Morondin) cleric uses a shield for a class feature despite not having the proficiency. I mean, really now. Nor do I trust mystery-fixes, since game designers have welshed/errata'd deals in the past.
If you don't trust what the designers say what the rules are, wtf do you believe then?

Here to quote the interview and apply bold text:
Brian: Can you explain where the extra +2 damage for the fighter comes from (beyond Weapon Focus)? Will we get an explanation of the racial benefits to damage and hit dice soon so we can understand what to do as characters change equipment?

Jeremy Crawford: The fighter's bonus comes from the class's advancement table. It's a class feature. As for the racial benefits, there will more explanation when we release the information on building your own character.
So the question is, how come fighters have an additional +2 dmg and the designer replies, because of a class feature.
I'm not sure how you can not trust what the designer of the playtest rules say and yet do trust the incomplete riddled with errors playtest document.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
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Post by Lago PARANOIA »

Seerow wrote:Yet the designers are explicitly saying "If the data and the sheets conflict, use the sheets".
:bored:

I don't even know what to say to that. I'm not mad at you, I just don't know what to say that they're really playing the 'do as I say, not as I do' card.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Seerow »

Lago PARANOIA wrote:
Seerow wrote:Yet the designers are explicitly saying "If the data and the sheets conflict, use the sheets".
:bored:

I don't even know what to say to that. I'm not mad at you, I just don't know what to say that they're really playing the 'do as I say, not as I do' card.

If we had a full rule set I'd agree with you, follow what the rules say, and laugh at bad sample characters.

But they've freely admitted they aren't giving us all of the information we need. Not even half of it. We're not in a position to say "their numbers are wrong" because we don't even know all the details of where their numbers are coming from.
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Post by Lago PARANOIA »

http://tgdmb.com/viewtopic.php?t=49652& ... c&start=75
FrankTrollman wrote:How come when Mike Mearls said that his response to the fact that he could make one fucking functional skill system was to just put a big pile of unfinished mechanics out and let individual DMs sort it out on their own was glee on the part of rpg.netters? He threw in the towel. The 4e skill system not only sucks, and has continued to suck after several extensie rewrites, but the final "system" is apparently going to be "Fuck it. Just figure something out on your own. Whatever you do we'll call it a skill challenge."

Then he asked people to toss out mechanics, with the explicit understanding that he was just going to put them into a list and take credit for the whole thing. And then unceremoniously dump it into the laps of DMs and ask them to mix and match mechanisms out of the pile until they had something that was vaguely passable as a game. Holy crap. That is the shittiest, laziest thing I've seen any game designer ever do. Even Gygax wasn't that much of an asshole.

-Username17
Looks like Mearlsie is back to his old tricks again, the scamp! :awesome:
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by infected slut princess »

This playtest sucks so far. I am so pissed at how the theme of this system is actually "bullshit". Not like "this is shit" but like "THE GAME IS ALL ABOUT PLAYERS AND DMS BULLSHITTING EACH OTHER."

The DM sets the DCs - that is his biggest job, according to the DM guidelines book. Forget about writing lists of DCs for reasonable things that you would want to do in a game. So much easier to say "we'll write 'guidelines' and you make up the rest! and you will pay us money lol". The system is hard-coded to be based on DM bullshitting whatever DCs seem "right" to him.

The DM can apply Advantage and Disadvantage based on Magic Tea Party Non-Rules. And the player can sweet talk the DM into getting Advantage for, well... pretty much anything. So they will bullshit each other until everyone is covered in shit, because bullshitting can affect the course of the game a lot. and Mike Mearls is pushing this as a big FEATURE. Fuck Mike Mearls. What a fucker.

I don't like that. But that is like the THEME of 5e so far, with a few incoherent 'actual' rules lashed onto it. So it won't be changing. 5e sucks ass.
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Post by tussock »

I have to say, @isp, that rule where I'm supposed to put advantage wherever I think it should be, it did allow me to give advantage for what seemed like solid situational tactics. Which is useful in the sort of rules-light game that 5e playtest #1 is.

I mean, the same rule is there in the 3e books, where DMs are supposed to give +2 for any sort of useful idea, and -2 for teh stupid. It's also there in 4e, where the DM is supposed to give +-5 by setting difficulty depending on what you try. AD&D's full of it. It's not new, it's just a bigger bonus that doesn't stack, like 4e.


Funny to see Mearls say stealth doesn't work, obviously I took out the wrong contradiction. :smile:
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Post by infected slut princess »

Hello tussock, I understand your point. I understand that the "favorable/unfavorable conditions" rules from the 3e books are functionally similar to the rules for "Advantage/Disadvantage". Heck, the Advantage/Disadvantage mechanic BASICALLY just works out to a +/- 3 to your roll.

There are some important differences regarding methodology, however.

Advantage/Disadvantage can be applied arbitrarily to ANYTHING. And it doesn't talk about this like, "Oh it's just a playtest so you have to make some things up...", instead it's "Oh this is a big feature of this 'system'". You know, "engage the players" or something. And Advantage/Disadvantage is applied to DCs that are mostly just made up by the DM.

In the old 3e PHB, there are tables in the combat section for what sorts of situations create favorable/unfavorable conditions. So that is somewhat concrete. They are part of the shared interface between player and DM. For favorable and unfavorable conditions on skills, there is necessarily more ambiguity and flexibility when it talks about "DM's best friend" in the DMG, but at the same time even this is about modifying DCs which are themselves determined by other rules, so it emerges from the system and is again part of the interface of the game (Rather than entirely emerging from the DM's head).
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Post by tussock »

This is, like, a 20-page demo rule set. They can't provide you with 20+ pages of sample skill and ability DCs in there, though they do provide 3-4. They can still test A/D because it's going to apply to whatever numbers they do end up using in the same way.

I mean, in the final million word monstrosity I'm sure they'll have some tables exemplifying what things typically bring advantage, that's not even hard, and not an argument against a short demo.
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Post by Username17 »

tussock wrote:This is, like, a 20-page demo rule set. They can't provide you with 20+ pages of sample skill and ability DCs in there, though they do provide 3-4.
Actually, what they have shown is indeed that their DCs are fucked and the game is basically impossible. You automagically succeed on any test with a DC of 10 or less, so there are no DCs of 10 or less listed in the game. Every listed DC is 11 or more, and bonuses are really small. The sample Rogue has a +2 bonus to find a trap, and a "Well Disguised Pressure Plate" is DC 21. Twenty one! Literally 90% of the time the sample Rogue is going to fail to find a well hidden pressure plate.

For fuck's sake, having a +8 bonus makes you an epic level character, and you still have a 60% chance of not finding a pressure plate if it is "well hidden". Holy fuck!

The whole "lowest DC is 11" concept doesn't make players powerful, it makes them weak. It is a huge piece of DC inflation, since it means that every DC chart begins with you failing half the fucking time. And it only gets worse from there.

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Post by virgil »

They've stated what they care most about in the playtest is whether the game felt like D&D. I think they're kind of stacking the deck by having the players go through an established D&D adventure written by Gygax himself.
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Post by ishy »

infected slut princess wrote: There are some important differences regarding methodology, however.

Advantage/Disadvantage can be applied arbitrarily to ANYTHING. And it doesn't talk about this like, "Oh it's just a playtest so you have to make some things up...", instead it's "Oh this is a big feature of this 'system'". You know, "engage the players" or something. And Advantage/Disadvantage is applied to DCs that are mostly just made up by the DM.

In the old 3e PHB, there are tables in the combat section for what sorts of situations create favorable/unfavorable conditions. So that is somewhat concrete. They are part of the shared interface between player and DM. For favorable and unfavorable conditions on skills, there is necessarily more ambiguity and flexibility when it talks about "DM's best friend" in the DMG, but at the same time even this is about modifying DCs which are themselves determined by other rules, so it emerges from the system and is again part of the interface of the game (Rather than entirely emerging from the DM's head).
That is pretty much their intent yeah.
Mearls wrote:Otherwise, determining a DC for how to resolve something is fully within the DM's hands. Rather than provide specific rules for climbing, for example, we expect a DM to judge the situation; apply a DC, hazard, and requirement as needed; and pick the appropriate ability that a character uses. We think this adds a lot of flexibility to the game and makes things move much faster. On top of that, the DM decides when to roll the dice or what logically should play out in the game, rather than the rule specifically stating when this should happen.

The section that covers common tasks follows the same basic format as the skill section, and it presents these as guidelines for DMs. These are not canonical, player-controlled rules, but a guide to resolving common tasks to help inform a DM's decision-making process.
http://www.wizards.com/DnD/Article.aspx ... l/20120531
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Post by Voss »

So, the survey is out. It really does ask for Very dissatisfied /Dissatisfied/ Neither dissatisfied nor satisfied /Satisfied /Very satisfied
and whether or not classes feel like D&D wizard/cleric/rogue/fighter or not.

Feelings are definitely the theme of the survey, and some of the questions are vaguely written- monsters are either good, bad or just about right, which needs a lot of comment, since a lot of the normal monsters are fine and are on a RNG, the boss monsters are on a completely different one.

There are comment fields, but who knows how much attention they will get.
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Post by infected slut princess »

FrankTrollman wrote: For fuck's sake, having a +8 bonus makes you an epic level character, and you still have a 60% chance of not finding a pressure plate if it is "well hidden". Holy fuck!

The whole "lowest DC is 11" concept doesn't make players powerful, it makes them weak.
This highlights my biggest problem with the 5e philosophy thus far, other than Mearls' "everyone bullshits everyone" gaming style.

3e, for all its problems, provides a system that covers the spectrum of shitty level 1 wannabe heroes all the way up to Mega Epic Fantasy Super Heroes with world-changing powers at level 15+. I LIKE that such a range can be covered (albeit poorly and requiring lots of house rules along the way) in D&D. Many systems focus on just one part of this range, but D&D has generally tried to represent the full spectrum with its rules. Things that were hard become ridiculously easy as your character gets better.

4e started to dismantle the "high-level" aspects of the game, despite the pretense of its flavor text. THis was BAD. You never REALLY get "high level" in that game.

5e seems to want to dismantle this completely. It wants you to suck as its first principles. It's not just the playtest numbers that make you suck -- it's the system as such. They want ORCS to be viable challenges for the ENTIRE GAME. Dear god. They want DC 27 on a d20 rng for represent challenges for DIVINE beings. FUCK. If I am a level 15 fantasy hero, I should NOT be threatened by orcs. If I am a trap-finding rogue, I should be able to find a well-hidden pressure plate MOST OF THE TIME, not "almost never."

All the whiny bitch DMs love this, of course. No one will be able to teleport or manipulate the environment or "break" the plot. All the whiny bitch players who love being "on the rails" and are paralyzed by choice love it also, because the DM just has them on a leash. People love wandering around in dungeon corridors like a lost puppy for 20 levels for some reason, even though 4e was premised on this and it was the least successful D&D edition of all time.
EDIT: damn quote tags
Last edited by infected slut princess on Thu May 31, 2012 6:18 pm, edited 2 times in total.
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Ravengm
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Post by Ravengm »

Voss wrote:So, the survey is out. It really does ask for Very dissatisfied /Dissatisfied/ Neither dissatisfied nor satisfied /Satisfied /Very satisfied
and whether or not classes feel like D&D wizard/cleric/rogue/fighter or not.

Feelings are definitely the theme of the survey, and some of the questions are vaguely written- monsters are either good, bad or just about right, which needs a lot of comment, since a lot of the normal monsters are fine and are on a RNG, the boss monsters are on a completely different one.

There are comment fields, but who knows how much attention they will get.
The comment fields are also limited to 100 words. I posted a ginormous rant about how the Rogue doesn't actually do anything, but had to significantly cut it down, which was saddening for me.
Random thing I saw on Facebook wrote:Just make sure to compare your results from Weapon Bracket Table and Elevator Load Composition (Dragon Magazine #12) to the Perfunctory Armor Glossary, Version 3.8 (Races of Minneapolis, pp. 183). Then use your result as input to the "DM Says Screw You" equation.
Seerow
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Post by Seerow »

Ravengm wrote:
Voss wrote:So, the survey is out. It really does ask for Very dissatisfied /Dissatisfied/ Neither dissatisfied nor satisfied /Satisfied /Very satisfied
and whether or not classes feel like D&D wizard/cleric/rogue/fighter or not.

Feelings are definitely the theme of the survey, and some of the questions are vaguely written- monsters are either good, bad or just about right, which needs a lot of comment, since a lot of the normal monsters are fine and are on a RNG, the boss monsters are on a completely different one.

There are comment fields, but who knows how much attention they will get.
The comment fields are also limited to 100 words. I posted a ginormous rant about how the Rogue doesn't actually do anything, but had to significantly cut it down, which was saddening for me.
Some of the comments fields were bigger. The first or second page had a 500 word comment section.
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