I would like to suggest the update version of the 1st level spell "Blood Wind" from Species Savages, because this could be useful for PC species with natural weapons, for example the minotaurs with horns. A nerferd version with a shorter range could work as at-will cantrip, avaliable with a feat.
Other suggestion is with 5th level only more rooms can be unlocked, but the reward would be totally nerferd, for example the option to craft single-use magic item with cantrip-level magic effect. With a garden you could craft medicinal herbs, and with a tarbern magic alcoholic beberages, and fruit juices. It shouldn't be too different from the planar touchstones from 3.5 Planar Handbook.
And why not to create new sidekick classes for nPC? for example archictec, gardener, blacksmith, innkeeper, artisan, and your hireling nPCs could be from "cute" PC species: gnomes, halflings, owlins, harengons, autognomes, fairies, firbolgs, tortles, satyrs, verdans, loxodons, grungs, odonti (= the peaceful cousins of the orcs) and the kercpas (small squirrel-like humanoids)...
I would like to suggest the update version of the 1st level spell "Blood Wind" from Species Savages, because this could be useful for PC species with natural weapons, for example the minotaurs with horns. A nerferd version with a shorter range could work as at-will cantrip, avaliable with a feat.
Other suggestion is with 5th level only more rooms can be unlocked, but the reward would be totally nerferd, for example the option to craft single-use magic item with cantrip-level magic effect. With a garden you could craft medicinal herbs, and with a tarbern magic alcoholic beberages, and fruit juices. It shouldn't be too different from the planar touchstones from 3.5 Planar Handbook.
And why not to create new sidekick classes for nPC? for example archictec, gardener, blacksmith, innkeeper, artisan, and your hireling nPCs could be from "cute" PC species: gnomes, halflings, owlins, harengons, autognomes, fairies, firbolgs, tortles, satyrs, verdans, loxodons, grungs, odonti (= the peaceful cousins of the orcs) and the kercpas (small squirrel-like humanoids)...
I don't want to be rude, but do you realize that this is a playtest and not a random suggestion box? Have you explained your playing experiences with bastions and the new cantrip changes?
It's okay to suggest brilliant ideas, but the point of this is to test what professional designers propose. I think there are people who still haven't understood that, and so is the playtest. People voting only for what they read, without trying anything, or filling out the survey with the first thing that comes to mind. This way, real design flaws will not be found.
My opinion is if lots of players are too used with low-level campaigns, then they aren't interested into the "rewards" from 9th and 13th level. We should need a "bait", and here a smaller reward would be necessary to keep enough interest in the bastion. How many players survive enough to enjoy the rewards of the bastion in 17th level?
The hirelings and defenders should be other "bait" to create interest into the bastions, even if they aren't so useful for gameplay effects at least players enjoy adding "exotic elements". How to explain it better. It is like the same psychological mechanism of players who want a radically different monster ally, like a paladin's mount or a wizard's familiar. Have you seen a MMO with "housing"? It when the PCs can buy or hire a house. Maybe Hasbro wants to produce a shop-keeping or city-building D&D videogame, or a D&D tower defense (something style Orcs must die, or Fortnite: Save the World, and then we need a continuous supply of small rewards to maintain interest. Said with other words: the rewards should not be so staggered and spaced out over time but dosed gradually.
WotC should remember some 3PP can publish an advanced version of bastions, where lots of " softer rewards" can arrive before. It would work as crafting magic item, but this can't be moved because they are practically building.
* Other point we have forgotten totally if if the PCs ask the player their PCs to "inherat" built and upgraded by their previous group of PCs. For example the new halfling in the daughter of the bartender of the Pub. But then the inherited Bastion could be a too high level for the new group of PCs.
What if a PC reachs level 13 and unlock a new special facility, but after a level is lost in any failed quest? Would be locked that special facility? Or the paladin sacrifices herself to save the day, and then the player create a new PC who joins to the rest of the group. Would be locked the previously owned special facilities, like the relicary of the previous paladin?
Other option could be not leveling up the facilities, but the favorite hirelings. This shouldn't break the power balance. Or the gardener has "unlocked" new plant monsters to be tamed (an eccentric whim be a player who loves the videogame Plants vs Zombies).
I have been reading playtest 8, about weapons table, first thank you for fixing the trident, i still dont understand how to apply martial property of weapons so i asume a New feats?
With the New light property i asume dualwield of light crossbow. Feels really strong but i cant further evaluate without testing the New crossbow expert feat
About the Dart my study in 5e have shown me that is the only weapon with thrown property that apply sharpshootter, but i really dont understand the lack of light, this force me to or go free hand or use a shield. Is this something to keep after changing sharpshooter,
Also the monk weapons are now simple melee weapons and martial weapons with light property so crossbow is available, but no darts or light bow feels weird
You can still use darts (they're still Simple Weapons) - they just aren't Monk Weapons, so you're stuck with the regular dart weapon die instead of the martial arts die. You still get to use Dex to attack with them.
Regarding light crossbows - it's a bit counterintuitive, but light crossbows aren't actually Light. Hand Crossbows are Light. And even then, both have the loading property, so you'd need a free hand anyway unless you make sure to pick up Crossbow Expert.
Regarding Sharpshooter - you're right, darts are the only Thrown weapon that are actually ranged weapons, all the rest are melee. With that said, we haven't gotten a new version of it since UA2 sadly, and IIRC a lot of people hated it because it has no damage boost anymore. Presumably it will get the GWM treatment and give a 1/round damage boost = PB, but no way to tell yet.
You can still use darts (they're still Simple Weapons) - they just aren't Monk Weapons, so you're stuck with the regular dart weapon die instead of the martial arts die. You still get to use Dex to attack with them.
Regarding light crossbows - it's a bit counterintuitive, but light crossbows aren't actually Light. Hand Crossbows are Light. And even then, both have the loading property, so you'd need a free hand anyway unless you make sure to pick up Crossbow Expert.
Regarding Sharpshooter - you're right, darts are the only Thrown weapon that are actually ranged weapons, all the rest are melee. With that said, we haven't gotten a new version of it since UA2 sadly, and IIRC a lot of people hated it because it has no damage boost anymore. Presumably it will get the GWM treatment and give a 1/round damage boost = PB, but no way to tell yet.
it probably won't, they changed gwm so it gives a boost to all heavy weapons. So if you want more damage on your LB/heavy xbow AND range no cover, no melee deduction, they expect you to take two feats, not one.
basically heavy weapons, ranged and melee can get a damage boost, they don't want light ranged weapons, or simple ranged to get a damage boost.
also sharp shooter works on ranged attacks, not ranged weapons, so it works with all thrown weapons.
fighting style archery is ranged weapons, so it doesnt work on thrown, but they have a throwing weapon mastery that works on thrown.
And this title is a bit off, this was made for a different playtest, and playtest8 for phb isnt quite live yet
it probably won't, they changed gwm so it gives a boost to all heavy weapons. So if you want more damage on your LB/heavy xbow AND range no cover, no melee deduction, they expect you to take two feats, not one.
basically heavy weapons, ranged and melee can get a damage boost, they don't want light ranged weapons, or simple ranged to get a damage boost.
also sharp shooter works on ranged attacks, not ranged weapons, so it works with all thrown weapons.
fighting style archery is ranged weapons, so it doesnt work on thrown, but they have a throwing weapon mastery that works on thrown.
And this title is a bit off, this was made for a different playtest, and playtest8 for phb isnt quite live yet
I know this thread was made for the Bastion and Cantrips playtest (technically UA 8, but not PHB UA 8 - this bonus UA was DMG UA 1). I was responding to Lutien.
Regarding Sharpshooter - Playtest Sharpshooter isn't limited to ranged weapons like the 2014 one... but it also has no damage boost at all, so the point is moot until we see a new version.
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As the title says.
I would like to suggest the update version of the 1st level spell "Blood Wind" from Species Savages, because this could be useful for PC species with natural weapons, for example the minotaurs with horns. A nerferd version with a shorter range could work as at-will cantrip, avaliable with a feat.
Other suggestion is with 5th level only more rooms can be unlocked, but the reward would be totally nerferd, for example the option to craft single-use magic item with cantrip-level magic effect. With a garden you could craft medicinal herbs, and with a tarbern magic alcoholic beberages, and fruit juices. It shouldn't be too different from the planar touchstones from 3.5 Planar Handbook.
And why not to create new sidekick classes for nPC? for example archictec, gardener, blacksmith, innkeeper, artisan, and your hireling nPCs could be from "cute" PC species: gnomes, halflings, owlins, harengons, autognomes, fairies, firbolgs, tortles, satyrs, verdans, loxodons, grungs, odonti (= the peaceful cousins of the orcs) and the kercpas (small squirrel-like humanoids)...
I don't want to be rude, but do you realize that this is a playtest and not a random suggestion box? Have you explained your playing experiences with bastions and the new cantrip changes?
It's okay to suggest brilliant ideas, but the point of this is to test what professional designers propose. I think there are people who still haven't understood that, and so is the playtest. People voting only for what they read, without trying anything, or filling out the survey with the first thing that comes to mind. This way, real design flaws will not be found.
Sorry.
My opinion is if lots of players are too used with low-level campaigns, then they aren't interested into the "rewards" from 9th and 13th level. We should need a "bait", and here a smaller reward would be necessary to keep enough interest in the bastion. How many players survive enough to enjoy the rewards of the bastion in 17th level?
The hirelings and defenders should be other "bait" to create interest into the bastions, even if they aren't so useful for gameplay effects at least players enjoy adding "exotic elements". How to explain it better. It is like the same psychological mechanism of players who want a radically different monster ally, like a paladin's mount or a wizard's familiar. Have you seen a MMO with "housing"? It when the PCs can buy or hire a house. Maybe Hasbro wants to produce a shop-keeping or city-building D&D videogame, or a D&D tower defense (something style Orcs must die, or Fortnite: Save the World, and then we need a continuous supply of small rewards to maintain interest. Said with other words: the rewards should not be so staggered and spaced out over time but dosed gradually.
WotC should remember some 3PP can publish an advanced version of bastions, where lots of " softer rewards" can arrive before. It would work as crafting magic item, but this can't be moved because they are practically building.
* Other point we have forgotten totally if if the PCs ask the player their PCs to "inherat" built and upgraded by their previous group of PCs. For example the new halfling in the daughter of the bartender of the Pub. But then the inherited Bastion could be a too high level for the new group of PCs.
What if a PC reachs level 13 and unlock a new special facility, but after a level is lost in any failed quest? Would be locked that special facility? Or the paladin sacrifices herself to save the day, and then the player create a new PC who joins to the rest of the group. Would be locked the previously owned special facilities, like the relicary of the previous paladin?
Other option could be not leveling up the facilities, but the favorite hirelings. This shouldn't break the power balance. Or the gardener has "unlocked" new plant monsters to be tamed (an eccentric whim be a player who loves the videogame Plants vs Zombies).
I have been reading playtest 8, about weapons table, first thank you for fixing the trident, i still dont understand how to apply martial property of weapons so i asume a New feats?
With the New light property i asume dualwield of light crossbow. Feels really strong but i cant further evaluate without testing the New crossbow expert feat
About the Dart my study in 5e have shown me that is the only weapon with thrown property that apply sharpshootter, but i really dont understand the lack of light, this force me to or go free hand or use a shield. Is this something to keep after changing sharpshooter,
Also the monk weapons are now simple melee weapons and martial weapons with light property so crossbow is available, but no darts or light bow feels weird
You can still use darts (they're still Simple Weapons) - they just aren't Monk Weapons, so you're stuck with the regular dart weapon die instead of the martial arts die. You still get to use Dex to attack with them.
Regarding light crossbows - it's a bit counterintuitive, but light crossbows aren't actually Light. Hand Crossbows are Light. And even then, both have the loading property, so you'd need a free hand anyway unless you make sure to pick up Crossbow Expert.
Regarding Sharpshooter - you're right, darts are the only Thrown weapon that are actually ranged weapons, all the rest are melee. With that said, we haven't gotten a new version of it since UA2 sadly, and IIRC a lot of people hated it because it has no damage boost anymore. Presumably it will get the GWM treatment and give a 1/round damage boost = PB, but no way to tell yet.
it probably won't, they changed gwm so it gives a boost to all heavy weapons. So if you want more damage on your LB/heavy xbow AND range no cover, no melee deduction, they expect you to take two feats, not one.
basically heavy weapons, ranged and melee can get a damage boost, they don't want light ranged weapons, or simple ranged to get a damage boost.
also sharp shooter works on ranged attacks, not ranged weapons, so it works with all thrown weapons.
fighting style archery is ranged weapons, so it doesnt work on thrown, but they have a throwing weapon mastery that works on thrown.
And this title is a bit off, this was made for a different playtest, and playtest8 for phb isnt quite live yet
I know this thread was made for the Bastion and Cantrips playtest (technically UA 8, but not PHB UA 8 - this bonus UA was DMG UA 1). I was responding to Lutien.
Regarding Sharpshooter - Playtest Sharpshooter isn't limited to ranged weapons like the 2014 one... but it also has no damage boost at all, so the point is moot until we see a new version.