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Spores, Brutes, and Inventors: Unearthed Arcana Brings You Three New Subclasses
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<blockquote data-quote="Aaron L" data-source="post: 7732289" data-attributes="member: 926"><p>I think the Brute re-skinned as the ultimate master warrior, being just better at everything through sheer skill and willpower (a Batman-style Badass Normal) is much more fitting to the great mechanics, and I am going to use it as such. Nothing about it particularly says to me "mindless brute who powers through everything by raw strength." In fact getting an extra Fighting Style, having a wider Critical Hit range, and rolling an extra die for damage with weapons actually seems much more fittingly attributed to greater skill than raw brute force, just screaming "greater weapon skill through advanced training," while adding an extra d6 roll to Saving Throws and "regenerating" Hit Points in the middle of combat (willing their bodies to ignore pain and fatigue) feels like the epitome of a Batman or Captain America type character who can push their bodies to the limit and shrug off magic that would subdue lesser mortals through sheer indomitable willpower. It feels to me like they had these great ideas for interesting mechanics but struggled to think of a theme for them, and just fumbled around til they come up with the "Brute" idea. I'll be using this Archetype as warriors who undergo advanced training and meditation techniques to forge themselves into supreme combat masters. </p><p></p><p>The Spore Druid is kind of interesting, I can imagine undead animated through necromantic fungal infestation, zombies with fungal ridges encrusting their bodies, mushrooms sprouting out of their eye sockets, and clouds of spores puffing out of their mouths to trail about their heads.</p><p></p><p>The Inventor Wizard does nothing for me. I <strong><em>despise</em></strong> Dragonlance (and Warcraft) style "tinker" gnomes; the fact that this became the default archetype for gnomes in D&D from 2E onward just sickens me; it ruined the race and turned them into bad jokes (and has infected every other portrayal of gnomes in fantasy fiction ever since Dragonlance and 2nd Edition D&D (again, just look at the World of Warcraft). Just the mere idea from here of associating the Inventor Wizard with "tinker" gnomes makes me reflexively dislike the subclass, which seemed to me pretty scattershot, unfocused, and uninspiring to begin with. Wearing magitech armor and casting randomly determined unprepared spells? I don't get the connection. It's not that I don't like the idea of mixing magic and technology... I <strong>love</strong> that. I despise the random slapstick "silly absent-minded professor makes a wacky crazy invention that blows up in his face" feel of it all (which is why I despise "tinker" gnomes.) I <em><strong>greatly</strong></em> prefer the Artificer from many months ago for this kind of concept.</p></blockquote><p></p>
[QUOTE="Aaron L, post: 7732289, member: 926"] I think the Brute re-skinned as the ultimate master warrior, being just better at everything through sheer skill and willpower (a Batman-style Badass Normal) is much more fitting to the great mechanics, and I am going to use it as such. Nothing about it particularly says to me "mindless brute who powers through everything by raw strength." In fact getting an extra Fighting Style, having a wider Critical Hit range, and rolling an extra die for damage with weapons actually seems much more fittingly attributed to greater skill than raw brute force, just screaming "greater weapon skill through advanced training," while adding an extra d6 roll to Saving Throws and "regenerating" Hit Points in the middle of combat (willing their bodies to ignore pain and fatigue) feels like the epitome of a Batman or Captain America type character who can push their bodies to the limit and shrug off magic that would subdue lesser mortals through sheer indomitable willpower. It feels to me like they had these great ideas for interesting mechanics but struggled to think of a theme for them, and just fumbled around til they come up with the "Brute" idea. I'll be using this Archetype as warriors who undergo advanced training and meditation techniques to forge themselves into supreme combat masters. The Spore Druid is kind of interesting, I can imagine undead animated through necromantic fungal infestation, zombies with fungal ridges encrusting their bodies, mushrooms sprouting out of their eye sockets, and clouds of spores puffing out of their mouths to trail about their heads. The Inventor Wizard does nothing for me. I [B][I]despise[/I][/B] Dragonlance (and Warcraft) style "tinker" gnomes; the fact that this became the default archetype for gnomes in D&D from 2E onward just sickens me; it ruined the race and turned them into bad jokes (and has infected every other portrayal of gnomes in fantasy fiction ever since Dragonlance and 2nd Edition D&D (again, just look at the World of Warcraft). Just the mere idea from here of associating the Inventor Wizard with "tinker" gnomes makes me reflexively dislike the subclass, which seemed to me pretty scattershot, unfocused, and uninspiring to begin with. Wearing magitech armor and casting randomly determined unprepared spells? I don't get the connection. It's not that I don't like the idea of mixing magic and technology... I [B]love[/B] that. I despise the random slapstick "silly absent-minded professor makes a wacky crazy invention that blows up in his face" feel of it all (which is why I despise "tinker" gnomes.) I [I][B]greatly[/B][/I] prefer the Artificer from many months ago for this kind of concept. [/QUOTE]
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