par MARC C » 23.05.2014 - 09:31
INFOS sur ce que ça donne :
«1 - This is still unknown. However, Wizards looks to be finally paying heed to electronic formats with DnDclassics.com being pushed.
2 - The final playtest packet follows the 3.5 tradition of classes. It has Barbarian, Bard, Cleric, Druid, Fighter, Mage (the new Wizard, between wizard and sorcerer), Monk, Paladin, Ranger and Rogue. It sounds like Sorcerer and Warlock will end up in the release version.
3 - There are no more per encounter abilities. Most abilities are recharged after a long rest, with a smaller amount recharged after a short rest (1 hour downtime.) So it is much closer to the way things were handled before 4th edition.
4 - This is a long one
A modified Vancian system. You now have casts per day, similar to how a sorcerer worked in 3.5. You then memorize what spells are available for the day. You get 1+Caster Level in spells. So a level 10 mage gets to memorize 11 spells with their long rest. Of specific note, many spells are no longer level specific. Instead of magic missile improving as you level, it can be cast as any level of spell. It fires one dart per spell level, dealing 1d4+1 damage each. So you can cast magic missile as a level 9 spell to fire 9 darts or as a level 3 spell to fire 3 darts. Spells have a minimum level, for example fireball must be at least a 3rd level spell. One you selected your memorized spells they can be cast from any appropriate spell slot like a sorcerer. All casting classes follow these basic principals.
Multiclassing caster classes is weird. All classes share the same spells per day pool which grows in caster level accordiing to class. So a 10 Cleric/10 Mage would have four 1st level spell slots and one 9th level spell slot. However, they would be unable to learn 9th level spells. The highest level spell they could learn in cleric or mage would be 5th level. So to use that 9th level spell slot they would have to cast a lower level spell as a 9th level spell such as Cure Wounds or Magic Missile. Caster classes are broken up into full CL (Druid, Cleric, Mage) classes and 1/2 CL classes (Paladin, Ranger, Bard.)
So a Cleric/Mage is actually quite viable and can cast spells at 9th level power. However, they lack access to true 9th level spells.
In summary all casters are halfway between Wizard and Sorc now.
5 - This one is kind of longer too
Combat is pretty similar to 3.5 in flow and style with simplified rules. The game should run perfectly fine on hexes.
Of major note, BAB, Skills points, and Save bonuses no longer exist. Everything has been boiled down to a single proficiency bonus. You get the bonus on any weapon, spell, save, or skill you are proficient in. Saves are now broken down by stat. So there is a strength save, gentilhomme save, wisdom save, ect. For any non-standard action you can just make a skill check. Most players agree the simplified rules afford more liberty in what you can do.
The power gap between 1 and 20 is smaller. Instead of BAB progressing from 0-20, your proficiency bonus only progresses from 0-6. AC climbs less too. So there is less of an artificial treadmill where your BAB goes up, but then everything's AC goes up. Instead they focus on higher level stuff has more HP and can survive longer. However, 20 goblins can kill you if you just let them take pot shots at you. Lower level monsters are still a threat in numbers even to high level players.
Another big thing is the reduction of +1/+2 bonuses. You are far less likely to have a large amount of bonuses to track. It is mostly proficiency+stat+one bonus from buffs. They use advantage and disadvantage to replace a lot of bonuses. Advantage is roll two dice and take the highest, disadvantage is roll two dice and take the lowest. They are harder to get, but more powerful.
It should run just fine on hexes or a grid.
Overall
There is a very clear intention to get back 3.5 and earlier players, even if it costs them 4th edition players. I would describe it as having the feel and theme of 3.5 and earlier, but with a simplified, easier to work ruleset. From a mechanical standpoint the rules are actually pretty elegant and the game seems a lot less broken than previous editions. Classes are far closer in power without being homogeneous like 4th edition. The caster/fighter gap is closer than ever.
I believe if you order any 5th edition materials from dndclassics it comes with a copy of the final playtest.»