Overall, positive opinion of this packet, with some caveats.
- Caster power has been somewhat curtailed. This is a good thing. Casters were too strong IMO (and I say that as a mage player).
- Really like this take on arcane traditions, and the scroll and potion features are nice.
- Rogues have gotten some needed polishing. I'm really liking how 5E has moved away from the "striker" rogue of 4E and instead is embracing a "bag of tricks" vision for the class. If my mage dies, I'm playing a rogue next.
- HOLY CRAP LOOK AT THE FIGHTER! No more deadly strike. No more confusing grab bag of damage-stacking mechanics. Instead we have a lean, mean death machine, with multiple attacks and extra actions out the wazoo. I love it.
- ...though it could use a bit of editing in spots. For instance, the gladiator's tricks inflict a status effect or tactical move if the target fails its save. If it succeeds, it takes 1d6 damage instead. But what if you'd rather just deal the damage? Likewise, people have already observed that they forgot to make two-weapon fighting stack with fighter multiattack.
- Not as happy about the ranger. The Favored Enemy system in the last packet was really cool. Now it's just another name for "Dual wielding or archery?" Haven't had much of a look at the ranger spells yet, but I've never felt rangers were really meant to be casters. If you want nature magic, pick up a level or two of druid (yes, I know we don't have multiclassing yet).
- Barbarian seems a bit weak compared to the fighter. Fewer ability score boosts, no Action Surge, multiattack comes later and tops out at two, no heavy armor. Do rage, d12 hit dice, and superior mobility compensate? Maybe. Haven't seen one in play, so it's hard to say for sure. All that said, that's a balance issue which can be addressed later. Viewed on its own, the barbarian class is awesome.
- Haven't looked much at the other classes yet. Though I really like the way druids can "bond" to a specific terrain type.
- Uh, if a spell is granted by a class feature, can we please have it in the playtest? Druids and illusionists, I'm looking at you.
- Many of the new feats are very good, and choosing between them and +2 stats is appropriately hard. On the other hand, some are worthless--Loremaster? Really? Quick, raise your hand if you think four bonus fields of lore is worth giving up +2 to your stats. Anyone? Anyone? Bueller?
- Unless they come out with some really beefy mage feats, most mages will never see a single feat. As long as your save DCs key off your ability scores, it's very hard to say no to boosting your Int. And since it takes two stat boosts to bring your Int to maximum, by the time you're ready to consider feats, you're 14th level. I guess that's okay. What with traditions and all, mages have plenty going on already.
- And having said that... wha... wait... my familiar! Give me back my familiar! Noooooo!
- Please, please, pretty please with +3 sugar on top, can we get a peek at the current version of the warlock and sorceror? They teased us with them and then they took them away...
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