Rast wrote...
> The characters you can play are:
> Halfling Rogue
> High Elf Wizard
> Dwarf Fighter
> Human Cleric of Pelor
> Dwarf Cleric of Moradin
I'm not going to review all of these, but here's my take on the wizard.
Those who haven't downloaded the playtest yet can follow along at:
http://www.image-upload.net/di-LVVX.png (page 1)
http://www.image-upload.net/di-WSUW.jpg (page 2)
So most of this character sheet is rules text, without which it would
be maybe 2/3rds of a page. That's a bit shorter/simpler than a 3E
character sheet.
The character has AC:11, 10+Dex mod, just as in 3E.
16 HP, which I think is calculated as CON+d4 (14+2), much like 4E.
This means that Con is less important, but also that wizards will have
a lot less HP in the long run -- a return to the squishy wizards of
pre-3E. This also opens the door to 0-level creatures who will have
simply CON HP and no benefits from class or level.
There's a place for alignment, but nothing in the rules about it.
The ability scores look much like the 3E standard array with -2 STR and
+2 INT. However, there's no mention of racial modifiers to ability
scores, so probably this is just a point buy thing. Other characters
have different arrays.
Initiative is still d20+Dex mod.
There's a place for "hit dice" (d4) but I'm not sure if that ever
matters except when gaining HP for a new level.
He has +1 to hit with his quarterstaff, but -1 damage. The PHB is
self-contradictory here, but what I think is happening on the character
sheet is that he can choose to use either STR (-1) or DEX (+1) to hit
with this weapon, but must take STR (-1) to damage with it. This seems
fair and makes the most sense.
Ray of Frost and Shocking Grasp are listed as attacks also, perhaps
because they're cantrips, which are at-will now. Or perhaps because
they use attack rolls. I have no idea why their to-hit is +6;
according to my skimming of the rules, it would be +5. That is, +3 for
the Int modifier, and then this wizard (all wizards?) gets +2 more to
hit with spell attacks.
Ray of Frost sets the target's move speed to zero for one round on a
hit, a very 4E-ish effect. Shocking Grasp does d8+3 (INT mod) damage
and is so much better than the quarterstaff that it isn't funny. This
is also a 4E-ish flavor -- you'll be casting a spell every round, but
most of the time it'll be this spell, which is mechanically the same as
swinging a sword. I much prefer the 3E flavor where, when the wizard
doesn't want to waste limited spells, he uses a real weapon.
Quite a few 4E concepts are still with us, but they're doing a better
job than 4E did of hiding them. Which is good.
Now the Elf bonuses:
* immune to charm and sleep
* "You have advantage on checks made to listen, search, or notice
something." In other words, roll twice and you only have to succeed
once. We could do a whole thread on the math implications of this...
* low-light vision to a whole 30 feet. This blows.
"Background":
This gives you bonuses to some non-combat relevant skills, much like in
(IIRC) 2E. Each of the five sample characters has a different
background, and presumably there would be more to choose from. It
seems like any class could have any background.
Besides the skills, this background gives:
>>Researcher
>>When you attempt to learn or recall a piece of lore, if you do not
know that information, you know where and from whom you
can obtain that information. Usually, this aid comes in the form
of a library, a scriptorium, a university, or from a sage or other
learned person.
Very simplified. In 3E, this kind of ability would give you bonuses,
but here it just flat out always works. Your 1st level guy might not
know the True Name of Orcus, but he knows who to ask to find it.
Theme: A feat related to your class. In this case, it's two more
cantrips known.
You can play without Backgrounds and Themes if you want.
Equipment: The usual junk. They forgot to list the quarterstaff,
maybe because it's worthless compared to Shocking Grasp.
>>Weapon Proficiencies
>>You can use daggers, slings, and quarterstaffs.
No idea what happens when you try to use something you can't use.
At level two, you gain 2 HP and you get three more 1st level spells in
your spellbook.
At level three you gain 2 HP, three 2nd level spells, and a familiar:
>>>Your familiar appears only when you summon it as
an action, and you can dismiss the familiar with another action,
causing it to return to an extradimensional space. It acts inde-
pendently of you, but it always obeys your commands.
>>>When a familiar drops to 0 hit points or fewer,
the familiar disappears, leaving behind no physical form. The
familiar cannot reappear until its master recalls it by spending 30
minutes performing a minor ritual.
Very video-gamish.
I've left spellcasting to another post.