Interesting stuff.
Ugh. Mundane marking. That sounds too 4e-ish. No thank you.
I mentioned the breachgnome upthread, but seriously, IMO they just need to make it fit with what they called it. I.e., the tunnelfighter only gets those abilities when he or she has a non-passable structure (wall, wagon, etc) within 10' of either side of him or her. Then it becomes situational enough that while it's awesome when it works, it only works some of the time, which offsets those other styles that grant bonuses all the time. Then again, I'd still like to see it in actual play as worded, because it just might be situational enough already
After all, how often do you throw around antimagic/dead magic zones on the poor spellcaster?
That would make TF suck, its fine, it doesn't need to be fixed.
1 in 4 fights of being nothing but a liability? I'd definitely want to bring a good book if I was playing a Wizard at your table.About 25% of the time.
Yes, unlimited opportunity attacks is much better.Ugh. Mundane marking. That sounds too 4e-ish. No thank you.
On it's own it's fine. But in a game where feats are allowed it most certainly does need fixing. I expect feats would be the most often used optional rule in 5th edition and given that it should take feats into account when considering how good it is.That would make TF suck, its fine, it doesn't need to be fixed.
1 in 4 fights of being nothing but a liability? I'd definitely want to bring a good book if I was playing a Wizard at your table.
I got that. My response was equally insincereThe brevity in which I replied was supposed to imply tongue in cheek.
The solution being proposed to having an overpowered ability, is for the DM to go out of their way to nerf the player playing the character who dared to take an ability that their DM said would be acceptable. When we get overpowered spells, we don't talk about putting wizards in timeout by throwing them into regular anti-magic zones. We simply ban the offending spell (or don't and then complain incessantly about fighter/caster disparity ). Saying "something is fine so long as the DM can punish the player for daring to choose that option" is not (IMO) the hallmark of good game design. Occasionally putting a player in a situation where they don't get to use all their toys can be an interesting situation from a narrative perspective. Constantly throwing players into antimagic zones or throwing ranged enemies at the players constantly is not an interesting choice from a narrative or gameplay level. It's a game of frustration.So, on topic, we don't always nerf a players specialty, but it doesn't work all the time just because its their specialty either. These new fighting styles would be the same.
And as such, possibly just me and my group if old timers ate sticks in the myd and prefer our RP be somewhat realistic in timespans.