Hier läuft gerade ein SEHR interessanter Chat mit den Autoren.
Ich editiere ein paar Punkte rein.
- "Mearls: Races that have a cultural affinity for weapons get a die bump in damage. So, halflings are good with slings and therefore use a bigger damage die. NQ.
Jeremy Crawford: Also, one of our developers is currently doing a review of every weapon. Expect some of the dice to change."
- "Mearls: You can gain more skills through your class and through your theme.
Mearls: The samples we showed off don't happen to offer that. But as an example - the rogue class receives a few bonus skill, and you can expect the same for the ranger. NQ.
Jeremy Crawford: We will also provide an option for you to build your own background, which effectively means you can choose skills a la carte."
- "Jeremy Crawford: Armor--that's going through the same review with weapons, so I expect changes there too.
Mearls: Yes, armor will go back to the drawing board. We included it in the document as a reference, but it hasn't received a lot of attention. I'd like to see if we even need medium armor in the game. Starting gear might also change - you might start lower on the totem pole and buy your way up to better armor over the first few levels. NQ."
- "Jeremy Crawford: We have played with several versions of the action system. The one you're using now is the simplest. We want to see how far we can go with it."
- "Mearls: I believe that the first survey launches later this week, plus we're watching forums and blogs for reactions. Posting a playtest recap in a forum or blog is great, because we get to read it and it helps get people talking about issues.
The next phase will depend on what the feedback looks like. I'd like to start pushing out some more fighter options and perhaps show off the tactical rules module.
As far as an actual schedule, we're aiming at a big update about every 5 to 6 weeks. NQ."
- "Mearls: A rule for breaking away from melee is something we've seen come up a bit. It's a tricky thing to navigate. It might come in as a rules module. The hard part has been finding a rule that works that also doesn't feel too restrictive. For instance, for a while the rule was that your movement stopped if you entered a hostile creature's reach. However, that feels a little artificial.
Jeremy Crawford: We have experimented with a number of opportunity attack alternatives. Ultimately, we don't want everyone in the core system to make such attacks, but we expect certain characters and monsters to be able to do so as a special ability.
Mearls: Another one we talked about - leaving a creature's reach is an action. If you don't use that action, it gets a free hack at you. So, you can't attack and move away without a return attack. This is an area where after playing without such a mechanic, I'd like to put it out there as an option and see if people want it as an option or in the core. NQ."
- "We're definitely aiming for something at each level, and you can expect that to be spread across class and theme. Race does not automatically give you something, but we've talked about race-based themes (dwarven defender) that speak to your race abilities.
So, you could imagine that at each level you get either a class thing, a theme thing, or an improvement to an existing ability. I do believe that your skill bonuses increase at a couple, specific levels, so backgrounds do improve. NQ."
- "Jeremy Crawford: We expect certain characters to have more than one theme, and we are exploring the concept of advanced themes at higher levels.
Mearls: Background is a level 1 choice that represents what you did before becoming an adventurer, so it doesn't change. However, you can gain access to more skills and traits at higher levels through class and theme.
For themes, you can pick one and advance in it, mix a couple, or build your own by selecting feats a la carte. I also hope that DMs see them as a tool to create custom themes for their campaigns."
-"Jeremy Crawford: We're not likely to make long-term wounds a part of the core, but we have discussed providing a wound option for DMs to incorporate into their campaigns.
Mearls: We erred on the side of letting long rests heal everything, primarily because we were fairly split on how to treat it. Personally, I'd like to see a rule where you get back a certain amount of hit dice each extended rest. It might be based on Con and/or class. I have to admit that the current rule picks at my sense of realism.
Mearls: To follow-up what Jeremy said, I've toyed with a wound system where you get some effect each time you drop below 0 hp, to represent a bad injury, For instance, broken bones, strained joints, concussions, etc. NQ.
Mearls: But that would be a rules module.
Jeremy Crawford: This is another example (the long rest) of us leading with the powerful version of something with the expectation that we might end up dialing it back, based on playtest feedback."
- "Mearls: Monsters are still a work in progress. With the medusa, we tried a mechanic where a character can choose to take a risk or avert his eyes and suffer a drawback. The stirge also shows something of a 4e approach, with a condition that gets worse and can scale up. It does have an issue with stacking, though, so the final form might be a save or check each round, rather than a situation where three stirges pounce on and kill a character. NQ."
Sind ein paar wirklich nette Punkte dabei. Und cool, dass sich das Ganze noch so krass verändert, ist wohl echt nicht nur eine Promo-Aktion, sondern ein tatsächlicher Playtest. Daumen hoch an der Stelle (bei Dragon Age etwa ging es ja mehr um ein kostenloses Proofreading der Fans...).