61
Sistemas & Cenários / Do futuro "packet" de Next
« Online: Outubro 15, 2012, 03:39:13 pm »
Saíram mais algumas pérolas no Playtest, que pode ser visto aqui. As que achei mais interessantes:
With that said, I believe that giving DMs more options for cleric and wizard magic gives us more room to maneuver in making the warlock very different. There is a chance that, based on your feedback, we might introduce an overall class category called magic-user that features wizard, sorcerer, and other options as choices beneath it. The nice thing about this approach is that we can create rules and flavor text that refer to magic-users as a group and that also allow individual campaigns to map that to the general category of character.
After looking at feedback on the sorcerer, I would not be surprised if we renamed the class, tweaked its flavor a bit, and brought a true warrior/mage class to the core of the game. A lot of people like the sorcerer, but a number of people commented that it made translating existing sorcerer characters difficult. Since our goal is to make conversion as easy as possible, that's a powerful argument for treating the concept we presented as a new class.
The wizard will receive traditions, which can include at-will spells and signature spells that are regained 5 minutes after casting them. Typically, a wizard has one spell that is a signature spell and can regain only one casting of it. The at-will spell and the signature spell tie in to the wizard's tradition.
For clerics, we've returned turn undead to a class feature and have removed channel divinity as its own thing. Instead, you gain special abilities based on your god. The manuscript includes a set of generic deities that speak to the common archetypes that appear in different pantheons. For instance, the Trickster stands in for Loki and Olidammara, and grants his or her clerics the ability to turn invisible for a brief time, along with access to more illusion spells than other clerics get. Rather than mandate a certain type of armor, the Trickster grants training in the Sneak skill and provides access to ranged weapons, the rapier, and other weapons that rely on Dexterity. If you play a cleric of the Trickster, you'll likely want to wear light armor and act sneaky, but we don't try to make that a requirement or limitation. These deity archetypes are a starting point, and you can expect that campaign-specific expansions could give options tailored to that world's deities.
The fighter went over very well last time. Right now, we're focused on creating a set of options that allow someone to play a very simple fighter.
The rogue is receiving a greater emphasis on skills. The rogue receives more skills and continues to be the best at using them, though we have simplified those mechanics and dialed down the emphasis on automatic success. DMs were frustrated that rogues had no real risk of failure. It distorted the game in irritating ways.
Resumo, mais opções para o Clérigo e Mago, mais nada para o Guerreiro e o Ladino perde a chance de não falhar em em perícias (que serão inúteis - dado que um Clérigo da Trapaça já terá Invisibilidade).
With that said, I believe that giving DMs more options for cleric and wizard magic gives us more room to maneuver in making the warlock very different. There is a chance that, based on your feedback, we might introduce an overall class category called magic-user that features wizard, sorcerer, and other options as choices beneath it. The nice thing about this approach is that we can create rules and flavor text that refer to magic-users as a group and that also allow individual campaigns to map that to the general category of character.
After looking at feedback on the sorcerer, I would not be surprised if we renamed the class, tweaked its flavor a bit, and brought a true warrior/mage class to the core of the game. A lot of people like the sorcerer, but a number of people commented that it made translating existing sorcerer characters difficult. Since our goal is to make conversion as easy as possible, that's a powerful argument for treating the concept we presented as a new class.
The wizard will receive traditions, which can include at-will spells and signature spells that are regained 5 minutes after casting them. Typically, a wizard has one spell that is a signature spell and can regain only one casting of it. The at-will spell and the signature spell tie in to the wizard's tradition.
For clerics, we've returned turn undead to a class feature and have removed channel divinity as its own thing. Instead, you gain special abilities based on your god. The manuscript includes a set of generic deities that speak to the common archetypes that appear in different pantheons. For instance, the Trickster stands in for Loki and Olidammara, and grants his or her clerics the ability to turn invisible for a brief time, along with access to more illusion spells than other clerics get. Rather than mandate a certain type of armor, the Trickster grants training in the Sneak skill and provides access to ranged weapons, the rapier, and other weapons that rely on Dexterity. If you play a cleric of the Trickster, you'll likely want to wear light armor and act sneaky, but we don't try to make that a requirement or limitation. These deity archetypes are a starting point, and you can expect that campaign-specific expansions could give options tailored to that world's deities.
The fighter went over very well last time. Right now, we're focused on creating a set of options that allow someone to play a very simple fighter.
The rogue is receiving a greater emphasis on skills. The rogue receives more skills and continues to be the best at using them, though we have simplified those mechanics and dialed down the emphasis on automatic success. DMs were frustrated that rogues had no real risk of failure. It distorted the game in irritating ways.
Resumo, mais opções para o Clérigo e Mago, mais nada para o Guerreiro e o Ladino perde a chance de não falhar em em perícias (que serão inúteis - dado que um Clérigo da Trapaça já terá Invisibilidade).