Let's talk D&D

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#72
I'm liking how all the classes are unique and different. Sorcerer looks very nice.
 
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#74
Looking forward to seeing the sorceror/warlock/etc - curious how they'll compare to each other and 3.5/4.0 versions :)
 
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#75
Wizards: able to learn any number of spells, but must memorize the ones they want to cast each day and have limited numbers of spells they can cast
Warlocks: very out of the box, heavy reliance on pact abilities, more locked into their choices but still versatile
Sorcerors: only know so many spells, no need to memorize, can only cast so many per day, absolute kings of on the spot versatile casting
 
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#77
Very classic. Sneaky but requiring situations to shine. ie: if you take your attention away from the rogue to concentrate of the fighter right in front of you, you're gonna have a bad time
Blended with three classic archetypes: acrobat, assassin, spellstealer
 
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#78
Wizards: able to learn any number of spells, but must memorize the ones they want to cast each day and have limited numbers of spells they can cast
Warlocks: very out of the box, heavy reliance on pact abilities, more locked into their choices but still versatile
Sorcerors: only know so many spells, no need to memorize, can only cast so many per day, absolute kings of on the spot versatile casting
Do Wizards, sorcerers, and Clerics still get the infinite use cantrips? I know it's something they added in for the early levels to get rid of the idiocy of a wizard having to wade into melee with a staff and robes.
 
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#79
Bards, Clerics, Druids, Sorcerers, Warlocks and Wizards all get cantrips. And they scale with level, but are still outshone by actual spells.
 
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#80
Bards, Clerics, Druids, Sorcerers, Warlocks and Wizards all get cantrips. And they scale with level, but are still outshone by actual spells.
Well yeah, but that's fine. The whole point was to keep you from ether doing nothing during a turn or doing something stupid.
 
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#82
Ordered a copy of the PH. Look forward to it. All the guys I used to Pathfinder with are heavily discussing it. I'm really liking a lot of what I read.
 
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#91
Sorry, yes. d20. I still have my "you need to rub the included white crayon into all the numbers" set that I bought at the local bookstore (now closed) when 2nd edition was still getting its supplements.

--Patrick
 
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#94
I will DM a game over vent/irc on September 20 8pm Atlantic.

It will be the module from the basic set.
 
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#97
I'll wait a little while to see how I like the game before I'll buy any books.
 
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Having now looked over all of the PHB....I can't quite decide whether I like the Lock or Sorceror better. Or, frankly ,the Wiz, because they really are all quite similar. Lock can be incredibly powerful, IF your DM allows plenty of short rests. If your DM sticks to "short rest means 1 hour of uninterrupted nothing in a safe environment", aka, practically impossible in a dungeon, Locks are crappy weak-ass casters with less and weaker spells than a wizard. If you get plenty of short rests, they're more like their 3.5 counterparts, having slightly less powerful spells/invocations but being able to throw them around willy-nilly.
 
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Indeed. Though I have to say, I've never played with a DM who enforces those rules all too strictly - in 3.0 and 3.5 (not sure about 4 really), a night's rest was also only supposed to count if it was uninterrupted and 8 or so hours. But you were supposed to roll for a random encounter every...2 hours? And you had a 1/4 chance or so of having an encounter? I mean, RAW would mean you'd regularly start your day off unhealed, unrefreshed, and without new spells.
While we've had to interrupt our rests and rest longer because of it, meaning we couldn't leave at first light but left around 10ish or so, I don't think our DMs ever just plain said "sorry, no new spells today! Sucks for you, you met those two wolfs!"

That said, yeah, a short rest's been made a bit tougher to take - those short rests were just too easy as healing moments in 4.0.
 
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