Playtest of Chaos
a D&D Next playtest using the Caves of Chaos adventure
Did you know that Wizards of the Coast is currently conducting a public playtest of the next edition of D&D? Did you know that your fellow forumers have spent over 100 pages talking about it (and things tangentially related to it)? Did you know that I make fun of it a lot, and I think it's probably going to be terrible when it's finished?
If the answer to any of those was a coherent response that displayed even basic reading comprehension, then have I got a PbP thread for you!
So yeah, I've decided to go ahead and run a PbP playtest of the 5E rules, using the 11/13/2012 packet to start with. You can get the packet
here if you need to download it. I'm looking to run this with a five person party, but I'm not going to do the usual kind of recruitment process. Here's how this is going to work:
- If you want to play, !signup.
- If you want to use one of the pregens, indicate which one you want to use in your signup post.
- If you want to create your own character, please do. Just figure out a way to make your character sheet available to me that doesn't involve me giving you an email address. Dropbox or Google Drive are both easy solutions.
- I will take the first five people with finished characters as the starting party, and the rest will go onto a waiting list.
- If you die and your party can't afford and/or cast a Raise Dead spell, you're out of the party and the next person on the list will take your place. Feel free to !signup again to put yourself back on the list.
- If you stop posting, your character will die and/or leave and you will be replaced by the next person on the list. If you come back to the forums after recovering from whatever horrific thing kept you from posting, you can put yourself back on the list.
Although I have thoroughly and repeatedly mocked the playtest rules, I am going to make a genuine effort to make this game work. I'll be picking and choosing optional rules to exercise this great modular flexibility that 5E is supposedly going to have, but I am going to do so in a manner that is not intentionally antagonistic to the game (if such a thing is possible).
For character creation, all optional rules are enabled or whatever. Post questions and sign up in this thread.
Posts
Expected posting frequency? (/day)
Am I hot or not?
Expected posting frequency? (/day)
Refluffing (redescription of existing mechanics with no expectation of mechanical change to the system) allowed/encouraged?
Hot or not?
2) Yeah that's totally fine.
3) Italian Chicken Sandwich.
- Terence McKenna
OK so i'm going with the pre-gen halfing rogue. His name shall be....Froto...lol J/K....i'll be Doter. Pronounced dO - ter...for all those that will be speaking it...on a pbp....lol
I'll create a character shortly and post it
They walk, sans pomp and celebration out of the woods, an emissary of some enigmatic hive. Eating the dead, inferior drone to absorb its strength and memories.
Could I just steal the numbers from a pregen, undo any racial bonuses and rearrange them?
Wha? Those all use the array and check out just fine.
If anything I think the human fighter has a lower wisdom score than he's supposed to.
With the point buy or pregen array in the playtest you cannot have a score above 15 prior to racial mods. The human cleric pregen has an 18 wisdom and the human figher pregen has an 18 dex.
Yes.
And then you add +2 to a chosen score from the human racial mod (the rest get +1), and then another +1 from the class mod.
aaah, I had missed the class bonus. Ok that makes sense.
I'll get you a character later tonight. Probably a High Elf Rogue Skill Specialist. Why yes, that is 12 trained skills.
Last couple times I played no one was certain about creation rules and I am not entirely certain I got it right this time either. If there's anything that's missing or incorrect, let me know.
Hill Dwarf NG Wizard
AC: 12
Att: +1
mAtt: +5
Save DC: 14
speed 25ft
low light vision
Init: +2
Trained Skills
-Gather Rumors
-Knowledge Dungeoneering
-Knowledge Folklore
-Knowledge Nature
Racial Features
Dwarven Weapon Training
Stonecunning (trained in dungeoneering)
Languages: Common, Dwarven
+1 CON, increase HD 1 step, +1 starting HP
Class Features
HP: 9 (1d8+con)
Profs: dagger, slings, staffs, light crossbows
Wizardly knowledge: nature
Arcane magic
Academic Tradition (any 0 level at-will, +1 to highest level slot)
+3 magic attack
+2 weapon attack
+1 save DC
Level 0 slots: 3
Level 1 slots: 2
Background
Skills: Gather RUmors, Knowledge (folklore), Persuade, Profession (brewing)
Brewers Guild Membership
Specialization
Level 1: Durable.
When rolling for HP or spending a HD, roll twice and take the highest
Magic
mage armor *memorized*
prestidigitation *memorized*
burning hands *memorized*
detect magic
Level 1- 1+1 slots
magic missile *memorized*
sleep *memorized*
color spray
Equipment
edit: I also had misunderstood what a speciality was. Fixed that.
That should cover another 750 flasks of oil
Race: High Elf
Class: Rogue
Alignment: Chaotic Neutral (no..not Chaotic Stupid...)
Hit Points: 6
AC: 14
Melee: +5 to-hit, 1d6+3 damage (Short Sword), 1d4+3 (Dagger)
Ranged: +5 to-hit, 1d6+3 damage (Short Bow), 1d4+3 (Dagger)
Abilities:
Dexterity- 16
Constitution- 10
Intelligence- 14
Wisdom- 12
Charisma- 14
Racial Features:
Low-Light Vision
Elf Weapon Training
Keen Senses
Free Spirit
Trance
Cantrip (Detect Magic)
Class Features:
Rogue Scheme- Thief
Maneuvers- Tumbling Dodge
Skill Specialist:
Guild Thief Background:
Skills:
Spot
Disable Device
Sleight of Hand
Sneak
Balance
Search
Intimidate
Persuade
Sense Motive
Gather Rumors
Use Rope
Equipment:
Dagger
Short Sword
Short Bow
Quiver w/ 20 Arrows
Adventurer’s Kit
Climbing Kit
2 sets of Thieves’ Tools
Lampblack
Oil Can
Breeches with secret pocket
Steel Mirror
Belt Pouch
60 gold, 4 silver
Our first five [strike]victims[/strike] characters are:
-Kal Ratha, High Elf Rogue Guild Thief Skill Specialist, played by @Nealneal
-Grogni the Dipsomancer, Hill Dwarf Wizard of the Academic Tradition Artisan Brewer Endurance Specialist, played by @Der Waffle Mous
-Archibald Mendaev, Human Wizard Battle Mage Charlatan Ambush Specialist, played by @RiemannLives
-Bruce the Mad, Human Custom Fighter Custom Background Custom Specialist, played by @Leper
-Blank, Halfling Rogue Thief Artisan Cook Ambush Specialist, played by @texasheat
I will be posting the game thread soon, where you will find a list of what options (dare I say modules?) I will be using in this game. This thread will remain for signups and discussion of the game and the playtest rules used to run it.
Speaking of signups, those are still open. Add your name to the list any time with a simple [green]!signup[/green] and an indication of what character you want to play (custom or pregen). Right now, our bench consists of:
@Kilnaga
and that's it.
http://forums.penny-arcade.com/discussion/170423/dd-5e-playtest-of-chaos-game-thread
Give me a minute to post the start of the adventure, then it's ADVENTURE TIME.
!Signup
!Signup
I'll go with a pregen cleric (if there are multiple choices for that, whichever one @Denada is most curious about), for that point, after a few deaths, and people start saying, "You know, we could probably use some healing."
And also to help if we make it to the Evil Temple of Evil Darkness cave. Of Evil.
Edit: Yes, I will play "Human Cleric". He shall be known as "Mitch", and he will serve the God of the Blue Canary in the Outlet by the Light Switch.
Also, rules question! Since the overall theme with 5th ed is so grognardy I figure this kind of shit matters. Does wielding a weapon (either one or two handed) interfere with casting wizard spells? How about holding stuff in one or both hands (eg: holding a torch or lantern or other non weapon)?
The playtest says armor interferes with spells that have a somatic component but then doesn't specifiy which spells have somatic components so I will assume armor interferes with all of them for now.
edit: And what size dice do we use for Hit Dice? It says your class will specify what die to use but the class section never mentions it. Since the wizard has a base HP of 6 does that mean a d6 hit die?
Hit Dice are easier. They're listed under Class Features rather than where the rest of the basic stats are. You are correct in your assumption that Wizards get a d6.
Should I go through the awesome in-depth effort of telling you exactly where I have all items stashed on my person? Extra set of thieve's tool in the secret pocket etc.
EDIT: I just noticed that I can't actually take Defensive Roll in the Thief scheme. I'll switch it to Tumbling Dodge if that's cool.