Thread: Beta testing of latest 5E
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July 20th, 2014, 05:40 #11
Looks like you covered what I found through tonight's session, except we didn't get a single critical rolled lol
Half the party was unconcious by the end of the night (sudden power shift in NPCs was a bit of a surprise) but they loved it regardless.
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July 20th, 2014, 05:56 #12
I know this is off-topic, but before the group had made it to the frontier town of the module (no spoilers here), we've already seen a death. A rather nasty creature that speaks of himself in the 3rd person, critted the defender fighter and literally knocked him through dying and into death.
Fortunately, the group found a trussed up dwarf that had been captured (along with at least one other who was imprisoned) and the party is back to being at five members.
Needless to say, there's some new found respect for the lethality of this new system.... and they actually seem to heartily enjoy it!
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July 20th, 2014, 12:35 #13
@Moon Wizard: I've been meaning to ask. Is there any plans to deal with the Versatile tag in 5E? I am not sure if you'd have some sort of 2H Flag check-circle or such to indicate that an item is being used two-handed, and then try to reference the damage indicated in the properties field, but is sounds like a bit of a headache from the outside.
Also:
I did note that you cannot add a Weapon Attack or a Spell to the Actions Tab until there is one already there in existence.
Request:
While magic items are not nearly as common in 5th Edition as in past editions, there will be reason enough (in my opinion at least) to have the Enhancement field added back to items, along with the Aura/Magic Type field. As it is now, a +1 Dagger is going to be added as a Dagger and it'll be up to the DM/FG Host to alter the associated action entry to reflect both the attack and damage increases.
I may be in the minority, but I still plan on using spells and knowledge checks to give information in a more "roleplay" response (such as, "the dagger gives of a minor dweomer of enchantment" as opposed to "the dagger is +1" even if it's identified name and character sheet will show it as +1 dagger). It's also one of the reasons I really loved seeing the Item: Identification toggle added to Options along with the non-identified name field. Those touches are part of what really makes me love your product.
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July 20th, 2014, 12:50 #14
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July 20th, 2014, 13:03 #15
Is there a rule reason why unidentified weapons can't be added (drag and drop) to the Actions tab? I set up a Dagger +1 and can drag it onto the Action tab when it's identified but can't when it's set to unidentified.
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July 20th, 2014, 14:25 #16
Ah! Well spotted! I did not notice that. I was used to the radial dial method of adding powers and weapons.
Yeah, I mentioned before that the unidentified weapons didn't go into the action tab. I expect it has something to do with the "masking" of the weapon features, thus the "PC" doesn't actually know what fills those fields. As for whether or not an unidentified version could populate the action tab in the mean time.... I am not sure if that'd cause a problem once the item does get identified. How does that affect the action entry that was filled when it wasn't? It might be a little more complicated than it seems at first glance.
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July 20th, 2014, 17:05 #17
Lesser Deity
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There not a rule reason but a practical one. If you put any value there the player is going to know what the values of the unidentified weapon is just by watching the roll bonuses. So on the theory that *if* you are not going to tell the player the pluses of the weapon/item - neither is the program.
There isn't really a good solution to this. You can just say that unidentified weapons don't have bonuses to hit or do extra damage until they can activate them with a command word or something similar and give them a normal weapon they can use until they identify it. If they do have identify they will probably cast it as a ritual pretty fast but if they don't they may not find out what the weapon is for a while.
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July 20th, 2014, 17:54 #18
I've pretty much told my players they need to learn about an unidentified item before they can put it to use, that means equipping it as well. Since the rules for identification are pretty lenient (just about anyone can learn what an item does with study and concentration), this hasn't been a problem for them.
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July 20th, 2014, 19:12 #19
Although, technically speaking, as 5E exists currently, there's no enchantment/enhancement field, so adding an unidentified item to the Action Tab wouldn't have any additional bearing on the weapon's usefulness.
Still, I am with both of you when it comes to keeping the mystery as a top priority to unidentified items. It's one of the reasons I love this feature in FGs.
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July 20th, 2014, 19:43 #20
Supreme Deity
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On the magic item records request, the item records have not been updated yet, mainly because there is so little information available on magic items. Just the handful in the Lost Mines adventure.
I think I might wait on this one a bit until I can get more information (i.e. PHB release?), since I don't want to add something and then totally rework it (drops, campaign/module data migration, etc.) It is definitely in the plans though.
Cheers,
JPG
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