At this point, we've had some time to get used to the new D&D
rule set. In general I've been very happy running it. There have,
however, been a couple of areas I felt the reals were lacking (I've
already mentioned my feelings on the stealth rules and expertise).
However, there are other things that I haven't talked about yet have
come to my attention.
Overland Travel
I usually used the Dungeon Master's Guide to determine
overland travel speed, though you can figure it out by looking at the
travel speeds provided in the basic rules and comparing it to mounts.
However, the basic rules mention that most mounts can travel twice
the fastest player speed for an hour and then don't mention how long
it takes until the mount can do it again. Also, why wouldn't a party
travelling at a fast pace not have their mount sprint like that (is
there some penalty that is missing?)? On a mount, can you sneak (on
one hand, it makes sense to say no but on the other, how do cavalry
ambushes happen?)?
So far my verdict has been no to sneaking (it is hard to notice
people from far away when there is cover even when they aren't
sneaking) and to just use the speeds of the mount and perform
calculations for longer periods of time (this is included in the
Dungeon Master's Guide). I allow slower mounts to sprint twice
the speed of a fast travel pace for an hour and then have an hour
break. For faster mounts (60 ft.), I allow them to have double their
normal speed. This last part about sprinting can be removed (though
it makes the text in the Player's Handbook and basic rules
mean nothing).
Ready Action
Ready action and extra attack don't go together well in the rules. In
fact, as written, they don't go together at all. However, I feel it
is perfectly valid to allow the extra attacks especially when wizards
can ready a spell. The character readying an attack already loses
their action and reaction, and I feel that is enough punishment. The
fighter can't ready 2 actions anyway (they get only 1 reaction) so
action surge isn't even useful in this way.
Wizard/Fighter
Multiclassing
The fighter's action surge ability is an incredibly potent and useful
ability. You can also take 2 levels of fighter to get it and cast a
9th level spell followed by an 8th level spell
in one turn (assuming a 18/2 wizard/fighter multiclass). This may
seem a bit much, especially when looking at what 9th level
spells there are. If you don't like this, either spells themselves
can be looked at to make sure casting two in one turn isn't too good
(I generally think 8th level spells are largely fine but
have some problems with 9th level spells) or multiclassing
can be restricted by the Dungeon Master (I've already played in games
that did just that). I also think this is mostly an issue at higher
levels of play.
Master of Death
I'm not a fan of this perk for a monk, unless I'm missing something
(I'm generally cautious of any ability that lets players shrug off
death). I don't have too much of problem with the ability but I think
1 ki is a bit too cheap. Bumping it up to 5 or so makes it more it
more reasonable I think (attaching it to a reaction could also work
but would make it less useful since a monk could just be attacked
twice in one turn).
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