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Jacob Rodgers
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Thu 09 Sep 2021, 19:56

If a text isn't necessary wrong, but I think it could be made more clear, should it be stated here or in a separate post?
Edits for clarity are fine, as is bringing something to our attention that we might want to rephrase.
 
cavetree
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Fri 10 Sep 2021, 15:10

Page 123: Call Spirits: "Roll the percentile dice, if the result is equal to or lower than twice your mystic level you have been successful. ... You must take a long or extended rest before you use this feature again."

Is this correct? If a Witch character chooses to follow The White Path at 1st level, they can use this ability at 3rd level. If I read it correctly, their chance to succeed using this ability at that level is 6%. It's not clear whether they must rest even if they fail or only if they succeed. If a failure too requires a rest, it's a very unreliable ability. Certainly not something that can be used in any kind of strategy. And even if The White Path is chosen as a second path at 9th level, getting the Call Spirit at 13th level means only 26% chance to success.
Overall, this ability feels very underwhelming comparing to corresponding abilities of the other paths.
 
Ugglefar
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sun 12 Sep 2021, 05:18

Page 147: The overview list of Boons misspell "Fire Forged".
 
Ugglefar
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Wed 15 Sep 2021, 03:48

Page 103: The Hunter class table is missing parentheses and numbers for the extra attacks; e.g. Extra Attack (2), Extra Attack (3).
 
rolling
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sat 18 Sep 2021, 22:03

Page 112 - Self-Taught - Boundless Magic - This appears to be saying that self-taught only learn additional spells when they learn a new level of spells "When you gain a spell level you can learn a cantrip or a spell up to your current maximum spell level as shown on the Mystic table." otherwise this would say "when you gain a level" but it was not immediately obvious that this was the case. This would limit Self-Taught to a maximum of 10 spells and 3 cantrips at maximum level and without investing feats into getting more spells. If this is the case it's a reasonable drawback for their other benefits.

Pages 121 - 123 and Page 189 - Witch - General Feedback. (Apologies that this is across two sections of the pdf, and therefore should be in two feedback threads, but I feel that the spell lists and the class features are linked closely enough to warrant feedback of both elements together). The paths give the witch some identity but are not backed up by their limited spell list. The red path reads as a healer, but they are unable to take any healing spells, the white path focuses on spirits but a lot of the iconic 'spirity' spells are missing from their list (spirit guardians is the closest spell to tormented spirits from the APG, speak with dead is 5e's version of Symbaroum's necromancy, etc), the green path is largely about beast shape but the spell list does not include stronger polymorph (or similar) spells and so caps out at CR 1. While some of the path features seem decent if you choose them as your first path they seem rather lacklustre if chosen as your second. The spell list is also reasonable up to and including 3rd level spells but 4th - 9ths seem to miss the mark compared to what witches would have in the original system and compared to other mystics.

(edit as no-one has replied yet)
Page 122 - The table of beast shapes shows the progression for the Max. Cr and Limitations of beast shapes that can be used under the Green Path's 'shapeshifter' at mystic levels 2, 4 and 8. The example given in 'A chosen Path' paragraph above the 'beast shapes' section shows that 'shapeshifter' will be available, at the earliest, to level 6 green path witches - so having a mystic level 2 and 4 option in the table is confusing.
 
khelek7
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Joined: Mon 20 Sep 2021, 21:45

Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Mon 20 Sep 2021, 21:47

Not using Origin for Hitpoints?

Each Class states:
Hit Points at Higher Levels: If you do not use your origin to determine hit points, you gain 1d8 (or 5) + your
Constitution modifier per captain level after 1st.
Under what conditions would you NOT be using your Origin for hitpoints? Don't all the origins have hitpoint rules?
 
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jonathanpay
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Tue 21 Sep 2021, 10:42

Not using Origin for Hitpoints?

Each Class states:
Hit Points at Higher Levels: If you do not use your origin to determine hit points, you gain 1d8 (or 5) + your
Constitution modifier per captain level after 1st.
Under what conditions would you NOT be using your Origin for hitpoints? Don't all the origins have hitpoint rules?
Using the HD from Origins is a variant from 5e OGL which lumps them with Class instead, so while for RoS you might consider Origins HD RAW, others may want to stick with Class/Approach HD for *whatever* reason they may have.
Christian. Husband. Father. Antipodean. Egalitarian. Cinephile. Boardgame and ttrpg enthusiast. Jack-of-all-trades. World's first second-generation email geek.
 
n4tune8
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sat 02 Oct 2021, 01:26

Page 103: Hide in plain sight: ... You gain a +10 bonus to Dexterity (Stealth) checks.
Does that mean all Stealth checks all the time or only those for which you muddy yourself and press against a solid surface...? A player could argue that, as written, it applies to all Stealth checks.

The 5E text is clearer:
You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.

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