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enthusiast
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enthusiast
Joined: Sep 2016
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I agree, I am fine with some changes here and there but some of the things really baffle me. It is also frustrating to find some skill missing or drastically altered and then not know if this is a deliberate change, or if its just a placeholder mechanic that will change later on.
For example reaction spells like shield isnt implemented and this becomes kind of a big deal given that abjurer is one of the included wizard subclassses. At first I thought shield was just not implemented yet, but then I realized that there are other reaction spells present such as hellish rebuke, but hellish rebuke isnt coded as a reaction. Battkemasters can enable riposte as a reaction so why wouldnt hellish rebuke be coded the same way?
I would be very happy to see a community update that talks a bit about what rules are deliberately changed and why, as well as some mention of things thatbare just missing or using a placeholder mechanic.
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enthusiast
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enthusiast
Joined: Aug 2015
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I can guess the rationale behind most of these rule changes, but frankly I'd prefer if they stuck closer to the tabletop rules unless there's a VERY good reason not to. It feels like too many concessions are being made to accommodate Original Sin mechanics that don't have anything to do with D&D.
As an example, if the reduction of firebolt from 1d10 to 1d6 is in fact because of the burning condition, that seems silly to me. As a DM, if an enemy was stood on something flammable and a player cast firebolt at them with the intention of setting them on fire, there is no way I would tell them their spell only does 1d6 damage because the enemy is on fire, even if I ruled that the continuing burning caused additional damage. It's a 1d10 damage cantrip - any other effect that happens as a result of it is separate. Nor would I or my players think that firebolt would set someone on fire without some explicit reason to think it would. The burning condition appears to be a carryover from Original Sin which complicates matters to the point of being obtuse. Just let firebolt work like firebolt. +1!
Last edited by Slapstick; 09/10/20 09:10 AM.
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veteran
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veteran
Joined: Aug 2014
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My main gripe is the jumping. I mean it's GREAT that we can jump in a 3D environment but everyone using Jump to Disengage and the heights you can reach is ridiculous. The best way to get up on a 20 foot cliff is to jump there in half plate! This is confusing marvel with DnD. You can do that in DnD too but it requires magic or specific abilities.
Rogues don't feel like Rogues anymore when an armored Shadowheart with 8 Dex is casually jumping around to disengage as a bonus action. It also nerfs tanks' ability to control the battlefield when anyone can just jump away at will.
Shove as a bonus action means everyone is constantly shoving everyone. It's completely OP to push people down a cliff with the distance you get. Both jump and shove distances should be cut. But especially the high jumps. And shoving someone off a high cliff takes an action and is only 5 feet in 5e for a reason.
And I just noticed food is basically magical healing. Eating an apple as a bonus action heals 1d4. I don't like mundane food healing you. If there's a HP economy problem, rather just let everyone heal to half HP after every fight. Eating apples and garlic to heal while fighting enemies in melee is the kind of dumb I don't want in an RPG.
Last edited by 1varangian; 09/10/20 12:13 PM.
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enthusiast
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enthusiast
Joined: Aug 2015
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And I just noticed food is basically magical healing. Eating an apple as a bonus action heals 1d4. I don't like mundane food healing you. If there's a HP economy problem, rather just let everyone heal to half HP after every fight. Eating apples and garlic to heal while fighting enemies in melee is the kind of dumb I don't want in an RPG. I agree on everything you say, but food heals you? I didn't even try eating anything yet because I couldn't imagine it would do this. I mean... healing by eating food - that is what taking a long and short rest is. That should absolutely change IMO. Healing potions are magic for a reason, and apples are certainly not able to heal a stab wound.
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enthusiast
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enthusiast
Joined: Apr 2020
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Part of this is a moot point. Everyone can Hide or Disengage (Jump) as a bonus action. But Astarion could not Dash (he's 2nd level) as a bonus action, but he could still Jump, Hide, ect. Shows up on his character sheet, but couldn't use it after an attack. Bug maybe? Astarion's bonus action Dash appears in the right (of of his profile picture) window, where usable items/specific abilities go. It does Not change the Dash icon in the left window where all the standard actions/bonus actions are. Thus, you can use Dash as a regular action and/or as Astarion's rogue bonus action. Thanks. I read it on Reddit. Then I forgot about this feature for Rogues, because I kicked Astarion out of camp. I woke up and caught him trying to feed on me.
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enthusiast
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enthusiast
Joined: Apr 2020
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And I just noticed food is basically magical healing. Eating an apple as a bonus action heals 1d4. I don't like mundane food healing you. If there's a HP economy problem, rather just let everyone heal to half HP after every fight. Eating apples and garlic to heal while fighting enemies in melee is the kind of dumb I don't want in an RPG. I agree on everything you say, but food heals you? I didn't even try eating anything yet because I couldn't imagine it would do this. I mean... healing by eating food - that is what taking a long and short rest is. That should absolutely change IMO. Healing potions are magic for a reason, and apples are certainly not able to heal a stab wound. Dang food heals you? I've been wondering what the food is for. I figured it had something to do with camp followers. And Gale did mention something about making a stew 
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veteran
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OP
veteran
Joined: Jun 2014
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Food healing is actually cool, even if they allow some recipe like system. As long as it is limited, nothing like the crazy skyrim stuff
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apprentice
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apprentice
Joined: Oct 2020
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Food healing during a short or long rest I could understand (maybe making 'eating food' the mechanic behind expending a hit-die to heal), but having food do an instant heal and setting no limit on how many times it can be used completely devalues healing potions, spells etc and flies in the face of normal D&D rules. Healing up isn't supposed to be easy, you aren't supposed to be able to start every fight at full HP, fully rested and with all spells prepared.
Last edited by praxidicae; 13/10/20 10:23 AM. Reason: changing 'hit-dice' to 'hit-die'
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veteran
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OP
veteran
Joined: Jun 2014
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Food healing during a short or long rest I could understand (maybe making 'eating food' the mechanic behind expending a hit-dice to heal), but having food do an instant heal and setting no limit on how many times it can be used completely devalues healing potions, spells etc and flies in the face of normal D&D rules. Healing up isn't supposed to be easy, you aren't supposed to be able to start each fight at full HP, fully rested and with all spells prepared. You mostly cannot, especially the spell part. Except in the beginning.
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member
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member
Joined: Oct 2020
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Food healing during a short or long rest I could understand (maybe making 'eating food' the mechanic behind expending a hit-dice to heal), but having food do an instant heal and setting no limit on how many times it can be used completely devalues healing potions, spells etc and flies in the face of normal D&D rules. Healing up isn't supposed to be easy, you aren't supposed to be able to start each fight at full HP, fully rested and with all spells prepared. You mostly cannot, especially the spell part. Except in the beginning. But the game has enough potatoes, carrots and whatnot lying around that they'll keep you going. Stable and free healing all around, doesn't even cost actions or spell slots 
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