So Lago PARANOIA logs in Gelarshie and...
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Yeah, fuck you, harvest moon.
Whatever, just gimme the damn playtest document. I don't even get e-mail at that account anymore, I got G-MAIL BIYATCH.
*DOWNLOADIN'*
Let's we, what do we got here.
ROLLED HIT POINTS? This game is shitting me up the ass.
A typical monster has the same six abilities and follows the same rules as a character for the abilities' use, although a monster relies on abilities far less than an adventurer does.
That might be fucking true if the game had an integrated power system that replaced mundane abilities or at least level-based bonuses. But it doesn't.
A score of 10 or 11 is average for a human adult. A score of 18 is the highest that a normal person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Oh dear. That's some serious 2E D&D bullshit right there. Well, since 1st-level adventurers have scores like 19 and terrasques and ancient red dragons have scores
as high as 30, the ability score system must ALSO have exponential ability point scaling like in 2E D&D. But it doesn't. Meaning that 5E D&D is even more mundane than 4E D&D. Fuckers.
Did I tell you about the time that I, a STR 16, +3 commoner, beat an elder titan (STR 28, +9) in a weightlifting competition semi-finals?! Of course then I lost to my STR 3, -4
kitty cat in the actual finals, so I try to surpress that story.
The ability scores are as fucking lopsided as ever. Dexterity and Intelligence are master stats, Charisma and Strength make you suck.
The exploring rules don't have a single fucking thing about actually surviving in the wilderness or even travel times.
The hiding rules are fucking busted. Is that a surprise? Regardless, the sheer amount of FAIL they packed into this section is ridiculous.
1.) You need to be obscured by something that covers at least half of you in order to hide. Because fuck camoflague.
2.) Way to include 'as long as someone is looking in your direction' in a game that doesn't have facing.
3.) Making noise causes you to become unhidden. Fucking wrap your head around that. You might go 'oh, they mean non-detected instead of hidden', well, the being spotted by noise only applies if someone is looking in your direction. Seriously.
Being Detected wrote:
If you lose the conditions needed to remain hidden, you are automatically spotted, as long as a creature is looking in your direction. You might hide around a corner, and then creep past a guard who is looking the other way.
3.) So what exactly is the point if you make the noise while someone is looking away from you but you stop making the noise before they look in your direction. Once again, this is in a game that does not have facing. It's also a separate point of failure for stealth, so sneaky people have to make two separate rolls like in the stupid days. No, there isn't a bonus for making noise in a loud place.
4.)
Spotting a Hidden Creature wrote:
Beacause your search is a mix of looking and listening, you don't normally need to be too specific in your description of where you're searching. A lurking foe might give itself away with a muffled cough, a trail of disturbed dust, or any number of signs.
No, fuck you, you just said that someone needs to be looking in your direction in order to spot someone!
Whatever. Let's move on.
Ooo. High-level fighters can make extra attacks. Great idea, because asymmetric action advantage totally didn't tear apart 4E D&D's (or any traditional or video game, really) flimsy veneer of balance.
Improvise wrote:
Your ability scores allow you to do all kinds of things not covered by the other actions in this section, such as breaking down doors, swinging on chandeliers, sliding down railings, collapsing pillars, intimidating your enemies, sensing weaknesses in magical defenses, or calling for a parley with foe. The only limits to the actions you can take are your imagination and your ability scores.
When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of check you need to make, if any, to determine success or failure.
Thanks for dropping a steaming fucking load right in the middle of my book, 5E D&D.
Critical hits now only deal maximum damage on a hit. No extra damage or enhancement dice damage. Just, maximum damage. Thanks, that will really fucking help me on my 1d6 Rapier attack, fuckernauts.
Status Conditions: Wow, they stripped down even the 4E D&D list.
Spells:
Rituals: Jesus, they managed to make rituals even worse than before. Like in 4E D&D, rituals are effects that don't compete with your abilities charges, but require an expenditure of time and money to use. Only there are no unique ritual-only effects. They're packaged with spells that you can choose to prepare.
Command: Why did they bring this back? I mean, I don't mind it on principle, but I remember all of the sperging people out people did over 'OMG you can't command someone to betray or strip or use some complicated foreign language word that means 'slit my own throat'. Of course the DM has final word as always.
Wow, they tied Charm and Sleep to hit points such that people are more likely to be charmed or fall asleep (this is the only way for the sleep spell to ACTUALLY make someone sleep, mind) if you beat on them enough. Hey, Frank, what was that about getting the princess to sleep with you because of uppercuts? They actually went and did it.
The organization for these spells are utter donkey dicks. There's no class or duration or range line or any of that shit. You have to read the effect to learn such basic things.
Also, for a game that's positively buff-phobic they sure printed a lot of 'em. And they're pretty fucking good buffs, too, at the VAH tier you're supposed to be playing at.
Holy shit, this game has way too many 'advantage/disadvantage' modifiers. I take back everything nice I've said about them. I can totally see a fucking attack roll getting bogged down while people try to think really hard of an 'advantage' they might have forgotten about in order to counter the two disadvantages stacked on them.
Argh, I can't take this shit anymore. What does the DM guide say.
Blah de blah, standard DM referee boilerplate. And on to the FIRST PAGE FAIL.
When to Use the Dice wrote:
When a player wants to take an action, it's often appropriate to just let the action succeed. A character doesn't normally need to make a Dexterity check to walk across an empty room, or a Charisma check to order a muge of ale in a tavern.
Only call for a roll if you think it's worth taking the time for the rules to come into the flow of the game. (ED: Oh, fucking goody, I always wanted to play MTP with a straight d20 roll that tops out at a +10 modifier FOR GODS.)
Ask yourself two questions to aid your decision.
Is the action being taken so easy, so free of stress or conflict, or so appropriate to the situation that there should be no chance of failure? "So easy" should take into account the ability score associated with the intended action. It's easy for someone with a Strength of 18 to flip over a table, though not easy for someone with a Strength of 9.
Is the action being taken so inappropriate or impossible that it would never work? Hitting the moon with an arrow is, for instance, impossible in most any circumstance. If the answer to both of these questions is no, a check is called for.
...
I mean, fucking REALLY? Fucking REALLY REALLY? Fuck, 4E D&D was not this goddamn bad. Ever. They actually had objective DCs in it for some tasks. 4E D&D didn't have the DM arbitrarily decide to cockblock your action. I mean, yes, the results and procedure for actions were sometimes
really really stupid. Having to do a skill challenge just to talk to the king was an insult to God and man. A DC 28 Balance check for the exact same task that was a DC 19 Balance because you've gained several levels is worthy of simultaneous punches in the eye, throat, kidney, mouth, balls, taint, and gut to the game designer.
YET AT LEAST 4E D&D ACTUALLY LET YOU MAKE THE CHECK WITHOUT SUCKING THE DM'S COCK FIRST. Why can't we get Matt Ward on this product instead?! Jesus! Or how about Bruce Cord--well, maybe it's not that bad. But for Koresh's sake.
What else? What other
hot bullshit are you going to shove down my thro-oh look! I found some on the next page!
Assign a DC wrote:
Master (DC 23-26): Only especially talented individuals need even try their hand at tasks with DCs of 23 or higher. Examples include identifying especially rare monsters, recalling esoteric information known only to a few, physically powering out of manacles, climbing an oiled rope, or disarming a dwarven trap.
Immortal (DC 27 and Higher): Tasks of immortal difficulty are so challenging that only demigods and their peers can succeed without assistance.
Wasn't snipping the balls of high-level characters and their abilties off like naughty poodles enough for you hacks? Now you have to come back for the dick and taint?! I know that it's harder to balance a game around Magneto and Dark Schneider than it is around King Arthur, but fucking
seriously. TRY, Mearls, you fucking hack, you. God.
Ignoring the Dice wrote:
If you're an experienced gamer, you have seen the following situation happen before. Rachel, playing her halfling cleric, delivers a perfect speech rallying the barbarian tribes to aid a besieged city. when she's done, everyone erupts in spontaneous applause
(ED: ) When she rolls her Charisma check, though, the die comes up a natural 1 and points to failure.
As a DM, remember that the dice are like the rules. They're a tool ot help keep the action moving. At any time, you can decide that a player's action is automatically successful, even if the DC would normally be somewhere above 20. By the same time token, a bad plan or unfortunate circumstances
can transform even the easiest task into an impossibility. (ED: emphasis mine)
The dice are neutral arbiters. They come into play when success and failure are far from clear. Think of them as impartial judges, ready to dispense a yes or no answer based on a character's bonus and the DC you have selected.
The dice don't run the game. You do.
As a DM, you should think about the role of the dice play in your game. Do you prefer the vagaries of fate, or do you prefer to reward a good effort with success and a poor one with failure? Use your style to help guide when you call for rolls and when you simply declare success or failure.
And in one paragraph Mike Mearls has instantly had his name engraved on the platinum slab that is My Shit List. Monte Cook, I know that you're a bit long in the tooth and I disagree with many (most) of your game design decisions, but from a professional (and Not Make TGD Hate You) standpoint leaving this worthless assclown to wallow in his own worm-infested feces was the right call. I mean, honestly, what can you even say to something like that?
I was going to evaluate the rest of this along with bestiary, too, but, enough is enough. I'm not going to waste my time on this any more. 5E D&D sucks, it's going to bring down the hobby, and fucking Pathfinder of all people are going to continue to eat your lunch.
Fucking Pathfinder, people! Jesus tittyfucking Christ, this playtest is worse than the
ACTUAL BOXED SET I bought from Pathfinder. It wasn't great or anything, but it was way better than this piece of Chrono Cross. This is hardly even a playtest. No, really, there are hardly any hard numbers anywhere and what are is hidden in the fucking DM guide -- nice Gygaxian touch, by the way, jackass -- and both documents are 40 pages combined. And not even a good 40 pages, it's in that ridiculous oversized font and abuse of whitespace that 4E D&D abused to make me think I was getting my money's worth. This is DriveThruRPG shovelware trash. No, worse than that, there aren't even any fucking pictures! The barbarian and monk playtest for 4E had fucking pictures for it at least! Is this supposed to bring people back to the hobby, Mearls? It's like you combined all of the worst parts of 2E, 3E, 4E, and Iron Heroes and vomited it out between two pieces of cardboard.
5th Edition D&D, boys and girls. Can't wait for the finished product.