the fighter’s Sharpshooter subclass was, by far, the least popular
No one in their right mind liked that abomination. A terrible concept from the start.
the fighter’s Sharpshooter subclass was, by far, the least popular
Maybe. But probably not, as it seems to have been added to Divine Magic. The other 1st level power isn't changed. You are losing the extra hit point, but I imagine that was as much for the balance of not getting three features at level one.If you're going for sorcerer with divine origin, then forcing cure wounds kinda sucks. If your heritage is from the god of pestilence, then why would you have cure wounds? You're "paying for" the ability, in terms of design balance, presumably.
Which is fine. If you can play a dragon sorcerer as a buffer rather than DPS you can play a favoured soul that isn't a healbot. And since you still have access to the regular sorcerer spells, you can alternate between healing and blasting.But, you don't get to use it without running counter to concept.
Could work, but much more complicated. And so many cleric domain spells might already be sorcerer spells, so it's just a free bonus spell. And giving that choice adds extra balance concerns: they need to worry about interactions with every existing domain and newly added domain.I'd rather see them do a sub-origin, like they did with dragon blood. Pick a Cleric domain, get one of the listed 1st level spells for free. Granted, some of them kinda suck, but it at least gives an option for someone who likes the idea of divine blood magic without having to be the healbot. Or, skip the domains and have them pick a "divine nature" that's not perfectly aligned with the domains and grants a bonus spell and a 6th level ability.
Dual wielding really needs to be changed to just have the off-hand attack be part of the attack action as part of the fighting style/feat. It solves so many issues.
Um, you don't need either the feat nor the fighting style to use two-weapon fighting.
Got a rogue who does it. Sure, average 1 point less damage on my on-hand attack because it's a light weapon (but even without Dex-to-damage my off-hand can make that up), but most importantly now I have two opportunities to land a blow and get my sneak attack in for the round. And if I hit on my first attack I can use my bonus action for something else if I want.
Feat isn't particularly enticing with only 1 attack - averages to +1 damage each hand assuming hits, and +1 AC. Multiclassing for fighting style is also not planned anytime in the next few levels. And again, right now it's just to deliver SA - I can skip it any particular round for a different bonus action assuming I hit with the main. If I start investing it it at the cost of my SA, then I'll be more constrained to use it.
Blue, what they're saying is that the current TWFing rules require you to take a bonus action after using the attack action to make a melee attack. I believe they were saying that the TWFing style should allow you to make your offhand attack as part of your attack action, and not as a bonus action.
Dual wielding really needs to be changed to just have the off-hand attack be part of the attack action as part of the fighting style/feat. It solves so many issues.
I'd be fine with that, but the entirety of the post I was replying to was specifically calling out adding it to the fighting style or feat, not just in general. Here's the full quote:
I didn't notice anyone else mention this yet, but I really liked the little table showing the subclass abilities by levels. It was nice to see that at a glance.
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