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<blockquote data-quote="Sparky McDibben" data-source="post: 9015346" data-attributes="member: 7041430"><p>I definitely think so, although their power level compared to something like bard is going to be somewhat lower. Gambits are a slightly lower power level than spells, and bards are a full caster vs a half caster. However, in a setting with flintlocks, really only a valor bard is going to keep up with a firebrand's damage output. </p><p></p><p></p><p>We'll definitely cover that, friend! But I want to set aside the N&C firearms rules for their own thing, because there's some slight wonkiness there.</p><p></p><p>Alright, now I want to cover the other four subclasses! We have subclasses for barbarian, fighter, ranger, and rogue. Notably, there's a section at the start of the class / subclass chapter that notes other appropriate subclasses for a no-magic setting, so you can still play a Thief rogue, or a Totem Warrior barbarian (just flavor the spells they get as gambits). </p><p></p><p>The other thing I want to call out is the suggestion of a Protégé. It is <em>suggested </em>(but not required) that you retire your PCs at 10th level to prevent them from screwing up the future by being such overpowered badasses that they can just charge the lines at Yorktown or something. Again, this is only a suggestion, and I'm on my way to testing how resilient even 20th level characters could be against some of the damage options discussed later. However, the protégé is the replacement character (essentially a henchman) who takes over their stuff and keeps going from first level. This is a delightful call out to original and 1st edition D&D, and I like seeing that. </p><p></p><p>Now, on to the subclasses! The subclass for barbarian is the Path of the Grenadier. Grenadiers during the Revolution were the biggest, toughest, fittest assault troops, who would get close to the enemy position and disrupt it with hurled bombs and bayonets. Grenades are essentially just a cast iron shell filled with gunpowder and a cut fuse (bear in mind that Shrapnel's a teenager, so shrapnel hasn't been invented). </p><p></p><p>And this...this is how we get the barbarian subclass I have had the most fun with this entire edition. I call it BOOM!barian, and BOOM!barian is best-barian. Starting at level 3, you get proficiency with a munitions kit, so you can make cartridges and grenades on your own. You'll need to clarify a couple things with your GM, but we'll get to those during the equipment section. You also get to add your rage bonus to grenade damage (while raging) and your grenades' short range is extended 10 feet. Finally, as long as your target is within normal range, you can use Reckless Attack to gain advantage on ranged weapons (but note that only grenades get the Rage damage bonus). </p><p></p><p>Here I'll give y'all a quick digression into grenades. A thrown grenade has to hit an AC of 10 (since you're presumably trying to hit the ground, which is moving only slightly less fast than you are), and can only be affected by cover (so AC 12 if half cover, AC 15 if 3/4 cover) or range (so disadvantage if you're more than 30 feet away). It's targeted with a ranged weapon attack using Strength. So with Reckless Attack and a target in normal range, you're almost guaranteed to hit. The downside is that on a natural 1, 2, or 3, the grenade misfires and blows up on you. It also does 3d6 fire damage, and has a DC 12 Dex save to halve a normal grenade's damage. </p><p></p><p>Now, I can already hear some folks yelling about misfires, and trust me, we'll get to it in the equipment section, but the total of the design here encourages you to move fast, chuck a bomb or two, and then close to melee because you're already pretty much there. I've literally had one of these things blow up in the face of my third level barbarian*, and they went on to absolutely pulp a Hard encounter (by the book; I ran the numbers). Also, it accomplishes that rarest of things: its an absolute blast to play. Yes, that pun was intentional. Yes, I hear you groaning and <em>IT NOURISHES MY SOUL!</em></p><p></p><p>BOOM!barian gets a few more things, like the ability to use Brutal Critical on their grenades and thrown weapons at 10th level, and the ability use a few gambits that create battlefield hazards (giving the barbarian some fun control elements to use, although they require some thinking ahead). But the core of their kit comes online at 3rd level, and look out. </p><p></p><p>For the fighter, the subclass is called Turncoat, and it's the most roguish fighter I think I've ever seen. The Turncoat specializes in dirty tricks and creating tactical ambiguity, and you can really see the developers adding in player choice to the design, since the only fighter subclass that gets more options than Turncoat is Battlemaster. At 3rd level, you gain an extra skill proficiency from a list including Deception, Insight, and Sleight of Hand (among others) and a tool proficiency from the disguise, forgery, or poisoner's kits. </p><p></p><p>Also at third level is Professional Chicanery, which sounds like a law school class, but actually gives you a choice on if your turncoat is going to specialize in creating poisons (and healing potions), deceptions, or surviving the battlefield. These are fun, flavorful, and upgrade at 7th level, giving you more tools to play with. This is a fighter who can be built to do several different things without stepping on the rogue's toes. </p><p></p><p>You also also at 3rd level get Stranglehold, an upgraded grapple that prevents the target from speaking, restrains and grapples them, and gives you half cover against ranged weapon attacks. You can also use your reaction to give them disadvantage on their attempt to break the stranglehold. </p><p></p><p>At 7th level, you get to upgrade your grapple in one of several very unpleasant ways, whether you get to force the grappled target to take a poison, or use Dodge as a bonus action (and any attack that misses due to disadvantage hits the person you have grappled). Hilariously, one of the options is to take an ally as a hostage to confuse the bad guys that you're on their side (no Deception check required). This sounds silly, but I can see a clever player creating a massive positioning advantage with this. </p><p></p><p>There are a few other options they get (including the ability at 18th level to gull a squad of hostile troops into firing on their own guys, which is a risky ploy if those troops realize you tricked them), but the core of the class is high-risk shenanigans and a LOT of options. </p><p></p><p>The ranger subclass is called the Trailblazer, and the only problem I have with this is that, in the absence of a sound exploration structure in 5E, this class doesn't actually get many trails to blaze. What they do get, though, is the most <em>Home Alone </em>toolkit I've seen. The Trailblazer is all about exploiting your favored terrains. You get what are essentially domain spells for rangers based on your favored terrain, including a cantrip. These gambits can do stuff up to and including: destroying artillery, creating mines, <em>knock</em>, <em>suggestion, pass without trace</em>, and the ability to create a makeshift cannon of your own. You also get Understrap, an ability that lets you cast ritual gambits as a ritual, and/or to cast any gambit that has a casting time of 1 minute with 1 action instead. Understrap can only be used PB times per long rest, so it's not broken, but there are some serious options here. </p><p></p><p>At 7th level, you get Choke Point, which lets you make a Survival check (DC 20 - 40) to set up and cast a gambit without using a gambit slot. The higher the check result, the better the gambit (DC 20, for example, gets you <em>grease; </em>DC 40 gets you <em>insect plague</em>). Basically, you're preparing a trap. Remember that in their favored terrain, rangers get doubled proficiency bonus per the PHB. The ability also explicitly calls out that an ally can give them advantage on the check, too. For those of you doing the math right now and realizing that DC 40 isn't within reach even with a natural 20, doubled max proficiency bonus, and a maxed out Wisdom score, hold your britches. At 11th level, the Trailblazer can triple their proficiency bonus, rather than double it, in their favored terrain. Assuming a natural 20 and a maximum Wisdom score, that puts DC 40 within reach as early as level 13 (barely). </p><p></p><p>Finally, we get to the rogue subclass, the Marksman. This subclass asks the question: have you ever wished other classes got stuff like eldritch invocations? Have you ever wanted to Sneak Attack at 500 feet? This thing has got you covered. </p><p></p><p>The Marksman is a sniper rogue who specializes with rifles, with which you get proficiency at 3rd level. At 9th level, you can leverage your reputation as a marksman to scare the crap out of onlookers as long as you spend a minute regaling them with war stories. At 13th level, as long as you've spent a minute setting up a blind, your shots do not reveal your location, even if they hit. And at 17th level, you can use your reaction to turn a miss into a hit, although doing so has a cost to your weapon. </p><p></p><p>But the meat of this subclass are the techniques, which are mechanically eldritch invocations, allowing you to customize your snipey boi to your liking. There are 18 options, and you only get a number roughly equal to your proficiency bonus (you get an extra technique the level after your PB goes up). </p><p></p><p>These are quite varied, and there are a couple that are not great except for very specific builds. But there are some that enable very interesting rogue builds, like one that lets you ignore disadvantage out to long range if you use your Cunning Action to brace the weapon. This lets you gain advantage from being hidden, and deal Sneak Attack damage out to nearly 500 feet. Thus, you can have some fun with literally having the rogue not even on the battlemap, and the rest of the party triggering an ambush. If you're worried about this breaking your game, remember that cavalry and artillery are things in this world, and even if they can't see you (from the 13th level feature above), they still know your general area. A dashing horse is going to be able to cover 120 feet per round, and so you're going to have maybe three rounds to fire before cavalry starts closing in on you. </p><p></p><p>Other techniques include the one that gives you proficiency with artillery, potentially allowing you to Sneak Attack with <em>a cannon</em> (look up Henry Knox's contribution to the siege of Boston, if you're curious about a historical example)<em>. </em>Another lets you shoot a firearm out of someone's hand, or ricochet a shot from one person to another. These three specifically don't come online until 6th - 9th level, so your sniper rogue has to build toward their goal, and they only have three techniques by 6th level anyway, so their choices are pretty limited.</p><p></p><p>Still, I thought it was an interesting development option that added back in some neat choices for rogue players, who usually only get this kind of customization if they play Arcane Tricksters. I've playtested one of these guys up to 5th level, and with the high damage options from rifles, they are blisteringly effective. Plus, they're still a rogue, so even if they get caught on open ground and out of cover, you've got plenty of options! At one point, a church got raided by redcoats, which resulted in surprised characters, which also resulted in the rogue's first action being to try to light one of the redcoats on fire with communion wine (this did not work, but did blind the redcoat, which was fun). </p><p></p><p>Finally today, I want to real quick run through the Backgrounds and Feats chapter. The backgrounds here are well-written, and update the ribbon features to being more applicable to a revolutionary setting. For example, the Career Soldier background's feature lets you eat tainted or contaminated rations without ill effects. While I can say from my time in the service that dysentery doesn't work that way, it's also a great way to still have the party affected by disease (<em>lesser restoration</em> does not exist in <em>Nations & Cannons</em>) while having one character who now has three or four people to take care of (see the weird cannibal leader episode in <em>Last of Us </em>for the kinds of tension this can create).</p><p></p><p>All of these have fun and dynamic personality traits, bonds, ideals, and flaws that draw the PCs into conflict, and are pretty well done. The feat options mostly focus around weapon specialization (Pistol Expert, Rifle Expert, Carbine Expert, etc), which mostly help offset the various disadvantages of those specific weapons (like faster reloading, lower misfire risk, and more movement options), so you're not helpless when you don't have your specialized weapon to hand. However, there are a couple of really interesting social / exploration options, too. Printer's Apprentice, for example, lets you counterfeit money, create pamphlets, and sow rumors in a settlement during downtime at half cost. Skirmisher lets you drop prone when targeted by ranged weapons, imposing disadvantage on the attack. While a couple of these have fiddly mechanics (Skirmisher gives you a +1 to AC if you've used more than half your movement in a turn) that are hard to track, that's sort of baked in to 5E feats anyway (see Mobile, Mage Slayer, etc). </p><p></p><p>All in all, the subclasses here are interesting, flavorful, and effective in communicating flintlock aesthetics into <em>D&D</em> mechanics. That's something that I find pretty difficult, so I give the designers a lot of credit for that. As I said, I've playtested several of these subclasses, and I've found them to be very interesting exercises in setting up problems and then letting the players overcome those problems as they grow in level. </p><p></p><p>Alright, friends - next time we're going over the Equipment section, so we can review the flintlock mechanics!</p><p></p><p>*Fun fact: This is why the patron saint of artillery is also the patron saint of lightning strikes! (Saint Barbara)</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9015346, member: 7041430"] I definitely think so, although their power level compared to something like bard is going to be somewhat lower. Gambits are a slightly lower power level than spells, and bards are a full caster vs a half caster. However, in a setting with flintlocks, really only a valor bard is going to keep up with a firebrand's damage output. We'll definitely cover that, friend! But I want to set aside the N&C firearms rules for their own thing, because there's some slight wonkiness there. Alright, now I want to cover the other four subclasses! We have subclasses for barbarian, fighter, ranger, and rogue. Notably, there's a section at the start of the class / subclass chapter that notes other appropriate subclasses for a no-magic setting, so you can still play a Thief rogue, or a Totem Warrior barbarian (just flavor the spells they get as gambits). The other thing I want to call out is the suggestion of a Protégé. It is [I]suggested [/I](but not required) that you retire your PCs at 10th level to prevent them from screwing up the future by being such overpowered badasses that they can just charge the lines at Yorktown or something. Again, this is only a suggestion, and I'm on my way to testing how resilient even 20th level characters could be against some of the damage options discussed later. However, the protégé is the replacement character (essentially a henchman) who takes over their stuff and keeps going from first level. This is a delightful call out to original and 1st edition D&D, and I like seeing that. Now, on to the subclasses! The subclass for barbarian is the Path of the Grenadier. Grenadiers during the Revolution were the biggest, toughest, fittest assault troops, who would get close to the enemy position and disrupt it with hurled bombs and bayonets. Grenades are essentially just a cast iron shell filled with gunpowder and a cut fuse (bear in mind that Shrapnel's a teenager, so shrapnel hasn't been invented). And this...this is how we get the barbarian subclass I have had the most fun with this entire edition. I call it BOOM!barian, and BOOM!barian is best-barian. Starting at level 3, you get proficiency with a munitions kit, so you can make cartridges and grenades on your own. You'll need to clarify a couple things with your GM, but we'll get to those during the equipment section. You also get to add your rage bonus to grenade damage (while raging) and your grenades' short range is extended 10 feet. Finally, as long as your target is within normal range, you can use Reckless Attack to gain advantage on ranged weapons (but note that only grenades get the Rage damage bonus). Here I'll give y'all a quick digression into grenades. A thrown grenade has to hit an AC of 10 (since you're presumably trying to hit the ground, which is moving only slightly less fast than you are), and can only be affected by cover (so AC 12 if half cover, AC 15 if 3/4 cover) or range (so disadvantage if you're more than 30 feet away). It's targeted with a ranged weapon attack using Strength. So with Reckless Attack and a target in normal range, you're almost guaranteed to hit. The downside is that on a natural 1, 2, or 3, the grenade misfires and blows up on you. It also does 3d6 fire damage, and has a DC 12 Dex save to halve a normal grenade's damage. Now, I can already hear some folks yelling about misfires, and trust me, we'll get to it in the equipment section, but the total of the design here encourages you to move fast, chuck a bomb or two, and then close to melee because you're already pretty much there. I've literally had one of these things blow up in the face of my third level barbarian*, and they went on to absolutely pulp a Hard encounter (by the book; I ran the numbers). Also, it accomplishes that rarest of things: its an absolute blast to play. Yes, that pun was intentional. Yes, I hear you groaning and [I]IT NOURISHES MY SOUL![/I] BOOM!barian gets a few more things, like the ability to use Brutal Critical on their grenades and thrown weapons at 10th level, and the ability use a few gambits that create battlefield hazards (giving the barbarian some fun control elements to use, although they require some thinking ahead). But the core of their kit comes online at 3rd level, and look out. For the fighter, the subclass is called Turncoat, and it's the most roguish fighter I think I've ever seen. The Turncoat specializes in dirty tricks and creating tactical ambiguity, and you can really see the developers adding in player choice to the design, since the only fighter subclass that gets more options than Turncoat is Battlemaster. At 3rd level, you gain an extra skill proficiency from a list including Deception, Insight, and Sleight of Hand (among others) and a tool proficiency from the disguise, forgery, or poisoner's kits. Also at third level is Professional Chicanery, which sounds like a law school class, but actually gives you a choice on if your turncoat is going to specialize in creating poisons (and healing potions), deceptions, or surviving the battlefield. These are fun, flavorful, and upgrade at 7th level, giving you more tools to play with. This is a fighter who can be built to do several different things without stepping on the rogue's toes. You also also at 3rd level get Stranglehold, an upgraded grapple that prevents the target from speaking, restrains and grapples them, and gives you half cover against ranged weapon attacks. You can also use your reaction to give them disadvantage on their attempt to break the stranglehold. At 7th level, you get to upgrade your grapple in one of several very unpleasant ways, whether you get to force the grappled target to take a poison, or use Dodge as a bonus action (and any attack that misses due to disadvantage hits the person you have grappled). Hilariously, one of the options is to take an ally as a hostage to confuse the bad guys that you're on their side (no Deception check required). This sounds silly, but I can see a clever player creating a massive positioning advantage with this. There are a few other options they get (including the ability at 18th level to gull a squad of hostile troops into firing on their own guys, which is a risky ploy if those troops realize you tricked them), but the core of the class is high-risk shenanigans and a LOT of options. The ranger subclass is called the Trailblazer, and the only problem I have with this is that, in the absence of a sound exploration structure in 5E, this class doesn't actually get many trails to blaze. What they do get, though, is the most [I]Home Alone [/I]toolkit I've seen. The Trailblazer is all about exploiting your favored terrains. You get what are essentially domain spells for rangers based on your favored terrain, including a cantrip. These gambits can do stuff up to and including: destroying artillery, creating mines, [I]knock[/I], [I]suggestion, pass without trace[/I], and the ability to create a makeshift cannon of your own. You also get Understrap, an ability that lets you cast ritual gambits as a ritual, and/or to cast any gambit that has a casting time of 1 minute with 1 action instead. Understrap can only be used PB times per long rest, so it's not broken, but there are some serious options here. At 7th level, you get Choke Point, which lets you make a Survival check (DC 20 - 40) to set up and cast a gambit without using a gambit slot. The higher the check result, the better the gambit (DC 20, for example, gets you [I]grease; [/I]DC 40 gets you [I]insect plague[/I]). Basically, you're preparing a trap. Remember that in their favored terrain, rangers get doubled proficiency bonus per the PHB. The ability also explicitly calls out that an ally can give them advantage on the check, too. For those of you doing the math right now and realizing that DC 40 isn't within reach even with a natural 20, doubled max proficiency bonus, and a maxed out Wisdom score, hold your britches. At 11th level, the Trailblazer can triple their proficiency bonus, rather than double it, in their favored terrain. Assuming a natural 20 and a maximum Wisdom score, that puts DC 40 within reach as early as level 13 (barely). Finally, we get to the rogue subclass, the Marksman. This subclass asks the question: have you ever wished other classes got stuff like eldritch invocations? Have you ever wanted to Sneak Attack at 500 feet? This thing has got you covered. The Marksman is a sniper rogue who specializes with rifles, with which you get proficiency at 3rd level. At 9th level, you can leverage your reputation as a marksman to scare the crap out of onlookers as long as you spend a minute regaling them with war stories. At 13th level, as long as you've spent a minute setting up a blind, your shots do not reveal your location, even if they hit. And at 17th level, you can use your reaction to turn a miss into a hit, although doing so has a cost to your weapon. But the meat of this subclass are the techniques, which are mechanically eldritch invocations, allowing you to customize your snipey boi to your liking. There are 18 options, and you only get a number roughly equal to your proficiency bonus (you get an extra technique the level after your PB goes up). These are quite varied, and there are a couple that are not great except for very specific builds. But there are some that enable very interesting rogue builds, like one that lets you ignore disadvantage out to long range if you use your Cunning Action to brace the weapon. This lets you gain advantage from being hidden, and deal Sneak Attack damage out to nearly 500 feet. Thus, you can have some fun with literally having the rogue not even on the battlemap, and the rest of the party triggering an ambush. If you're worried about this breaking your game, remember that cavalry and artillery are things in this world, and even if they can't see you (from the 13th level feature above), they still know your general area. A dashing horse is going to be able to cover 120 feet per round, and so you're going to have maybe three rounds to fire before cavalry starts closing in on you. Other techniques include the one that gives you proficiency with artillery, potentially allowing you to Sneak Attack with [I]a cannon[/I] (look up Henry Knox's contribution to the siege of Boston, if you're curious about a historical example)[I]. [/I]Another lets you shoot a firearm out of someone's hand, or ricochet a shot from one person to another. These three specifically don't come online until 6th - 9th level, so your sniper rogue has to build toward their goal, and they only have three techniques by 6th level anyway, so their choices are pretty limited. Still, I thought it was an interesting development option that added back in some neat choices for rogue players, who usually only get this kind of customization if they play Arcane Tricksters. I've playtested one of these guys up to 5th level, and with the high damage options from rifles, they are blisteringly effective. Plus, they're still a rogue, so even if they get caught on open ground and out of cover, you've got plenty of options! At one point, a church got raided by redcoats, which resulted in surprised characters, which also resulted in the rogue's first action being to try to light one of the redcoats on fire with communion wine (this did not work, but did blind the redcoat, which was fun). Finally today, I want to real quick run through the Backgrounds and Feats chapter. The backgrounds here are well-written, and update the ribbon features to being more applicable to a revolutionary setting. For example, the Career Soldier background's feature lets you eat tainted or contaminated rations without ill effects. While I can say from my time in the service that dysentery doesn't work that way, it's also a great way to still have the party affected by disease ([I]lesser restoration[/I] does not exist in [I]Nations & Cannons[/I]) while having one character who now has three or four people to take care of (see the weird cannibal leader episode in [I]Last of Us [/I]for the kinds of tension this can create). All of these have fun and dynamic personality traits, bonds, ideals, and flaws that draw the PCs into conflict, and are pretty well done. The feat options mostly focus around weapon specialization (Pistol Expert, Rifle Expert, Carbine Expert, etc), which mostly help offset the various disadvantages of those specific weapons (like faster reloading, lower misfire risk, and more movement options), so you're not helpless when you don't have your specialized weapon to hand. However, there are a couple of really interesting social / exploration options, too. Printer's Apprentice, for example, lets you counterfeit money, create pamphlets, and sow rumors in a settlement during downtime at half cost. Skirmisher lets you drop prone when targeted by ranged weapons, imposing disadvantage on the attack. While a couple of these have fiddly mechanics (Skirmisher gives you a +1 to AC if you've used more than half your movement in a turn) that are hard to track, that's sort of baked in to 5E feats anyway (see Mobile, Mage Slayer, etc). All in all, the subclasses here are interesting, flavorful, and effective in communicating flintlock aesthetics into [I]D&D[/I] mechanics. That's something that I find pretty difficult, so I give the designers a lot of credit for that. As I said, I've playtested several of these subclasses, and I've found them to be very interesting exercises in setting up problems and then letting the players overcome those problems as they grow in level. Alright, friends - next time we're going over the Equipment section, so we can review the flintlock mechanics! *Fun fact: This is why the patron saint of artillery is also the patron saint of lightning strikes! (Saint Barbara) [/QUOTE]
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