This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Things in D&D Next you don't like

Started by Bedrockbrendan, June 10, 2012, 08:55:40 AM

Previous topic - Next topic

Benoist

#15
Hit dice and rests mechanics suck and need to die.

Too many hit points. GRIIIIND. 13 rounds to fight 4 oozes and an evil cleric with 6 PCs at level 2. 2 HOURS fight. WTF?
First culprit here IMO is the number of hit points. WAYYY too many hit points in this game.

I'm playing the Wizard right now in a playtest and the at-wills blow ass. Not because they're particularly ineffective, but that's just spamming and boring after a while, especially since the fight grinds like hell right now.

Fighter's surge is not nearly as annoying as I thought (playing a fighting type too, at the same time).

Marleycat

The two things that bug me are the healing mechanisms and too many hitpoints.  But since TCO doesn't like it. It means the game will probably be something I like when the kinks are fixed or at least addressed through options.
Don\'t mess with cats we kill wizards in one blow.;)

Kaldric

Clerics are kind of divine sorcerers. Not too happy with that.
I like the advantage rolls.

But the dealbreaker for me will be the spells and the items. If I can't use my spells and items from TSR D&D with minimum re-jiggering, I'm just not going to bother. I'll make my own DDN out of parts of other D&D games.

One of my very favorite things to do in D&D is roll on the d1000 tables in the back of the Encyclopedia Magica or flip randomly through the Spell Compendia, drop the resulting item/spell in the game in complete disregard of my better judgment, and watch as chaos ensues. It's like kicking an anthill, but more humane. Ants I'd feel sorry for. PCs... not so much.

Marleycat

I must be reading the playtest wrong because it reads exactly the same for clerics and wizards about magic use. I expected and want clerics to run like 3x sorcerers.  Make them even more limited if possible. If not, that baseline is cool.  What am I misreading?
Don\'t mess with cats we kill wizards in one blow.;)

B.T.

Not liking at-will spells, either.
Quote from: Black Vulmea;530561Y\'know, I\'ve learned something from this thread. Both B.T. and Koltar are idiots, but whereas B.T. possesses a malign intelligence, Koltar is just a drooling fuckwit.

So, that\'s something, I guess.