Greybeard_Ray
First Post
"Sigh"
Okay, for clarity's sake, let's repeat what is on the first page of the UA article...
"...most issues we see with classes are confined to specific abilities that don’t play a big role in determining whether players like the class as a whole. In other words, no class is perfect, but each is close enough to the mark in its own way that players are happy.... Our next step, which begins now, is verification. Are these fixes correct? Do they solve problems at your table? Do you, as the community of D&D players and DMs, accept them? I expect another revision or two to be made to the class, ... this approach captures our intent—fix what needs to be fixed when it’s necessary to do so, but in a way that minimizes disruption and maximizes player satisfaction."
[Emphasis mine]
I think we're getting ahead of the issue. What we (as DM's) need to do, is just what they've asked for: PLAY-TEST the build. Take it for a ride, kick the tires, maybe do a few donuts in a parking lot.
Actually see how it plays out. We can discuss 'theoretical' possibilities, variant alternatives, best- & worst-case scenarios ad infinitum. However, as most of you who have actually RUN the game will realize, none of that makes a difference until it's in the control of a player (who honestly doesn't give a hoot about 'meta-game design philosophy') and is in a "real" game. Then we'll see how well or poorly it works, and whether or not the PLAYERS have fun with it.
Personally, I think it will work just fine. But that's just my 2 copper...
Ray
Okay, for clarity's sake, let's repeat what is on the first page of the UA article...
"...most issues we see with classes are confined to specific abilities that don’t play a big role in determining whether players like the class as a whole. In other words, no class is perfect, but each is close enough to the mark in its own way that players are happy.... Our next step, which begins now, is verification. Are these fixes correct? Do they solve problems at your table? Do you, as the community of D&D players and DMs, accept them? I expect another revision or two to be made to the class, ... this approach captures our intent—fix what needs to be fixed when it’s necessary to do so, but in a way that minimizes disruption and maximizes player satisfaction."
[Emphasis mine]
I think we're getting ahead of the issue. What we (as DM's) need to do, is just what they've asked for: PLAY-TEST the build. Take it for a ride, kick the tires, maybe do a few donuts in a parking lot.
Actually see how it plays out. We can discuss 'theoretical' possibilities, variant alternatives, best- & worst-case scenarios ad infinitum. However, as most of you who have actually RUN the game will realize, none of that makes a difference until it's in the control of a player (who honestly doesn't give a hoot about 'meta-game design philosophy') and is in a "real" game. Then we'll see how well or poorly it works, and whether or not the PLAYERS have fun with it.
Personally, I think it will work just fine. But that's just my 2 copper...
Ray