doctorbadwolf
Heretic of The Seventh Circle
Ironic how?Hm... I suppose it's ironic that the Monk sub-classes fall into the lowest tiers...
Ironic how?Hm... I suppose it's ironic that the Monk sub-classes fall into the lowest tiers...
It's Treantmonk's list.Ironic how?
Ah, okay. I missed whatever discussion was talking about a list.It's Treantmonk's list.
The issue is Action Surge is just 5-9% more damage and Improved Critical is just 1 or 2 extra DPR.This is difficult to parse.
It’s not that hard to make a warrior class. If you’re giving it spendable widgets (like the Battlemaster as a class), model it on the monk or Paladin or ranger. If it doesn’t, use average damage and the DMG for guidance, and get as broad feedback as you can.
Because both WOTC and 3PP designers both have a history of creating ultra powerful spells that hop into the roles of other classes which are balanced by the fact that they are so niche that preparing them is a significant cost.Why does it matter that the Wizard got a new feature that makes the class not just “spells, the class”?
The fact that the design team can't seem to let the fighter gain on the wizard.I’m not sure what the issue being expressed is.
Why does it matter that the Wizard got a new feature that makes the class not just “spells, the class”?
Because it’s not even doing that, it’s leaning even more into ‘spells, the class’ by giving them access to all the rest of their unprepared list at the ‘cost’ of a few minutes, closer to a real play ‘quantum spell list’ of previously only white room theorising territory.I’m not sure what the issue being expressed is.
Why does it matter that the Wizard got a new feature that makes the class not just “spells, the class”?
Closer to?Because it’s not even doing that, it’s leaning even more into ‘spells, the class’ by giving them access to all the rest of their unprepared list at the ‘cost’ of a few minutes, closer to a real play ‘quantum spell list’ of previously only white room theorising territory.
The poor are getting scraps and the powerful are being rocketed even higher.
Why would you feel bound to the lower end of the power band for the fighter when making a new class?The issue is Action Surge is just 5-9% more damage and Improved Critical is just 1 or 2 extra DPR.
That leaves little leeway to design if your baseline is the Champion Fighter.
Okay, that’s a Fair argument for giving the feature a limiter like a couple times per long rest or only level 1 or 2 spells or you have to spend a spell slot to do it or something.Because both WOTC and 3PP designers both have a history of creating ultra powerful spells that hop into the roles of other classes which are balanced by the fact that they are so niche that preparing them is a significant cost.
Before preparing Jump or Longstrider or neither was serious internal discussion. Now it's just a 1 minute wait.
Okay so we come at the game from very different fundemental mindsets, is the issue.The fact that the design team can't seem to let the fighter gain on the wizard.
It’s not like they went “well if we are improving the fighter, we must also improve the wizard!”Because the fighter got a small boost out of combat (yay) but they couldn't just leave it there, the wizard got a MASSIVE out of combat boost - so instead of closing any gaps it widened it.
At least we agree on this.Now, from a strict, did they make the fighter better out of combat? Yes they did, so that in itself is a good thing.
It does distinguish them more, by making them a little more focused and dependent on the spellbook.Because it’s not even doing that, it’s leaning even more into ‘spells, the class’ by giving them access to all the rest of their unprepared list at the ‘cost’ of a few minutes, closer to a real play ‘quantum spell list’ of previously only white room theorising territory.
Man don’t compare it to wealth stratification. Some of us have gone from comfortable to paycheck-to-paycheck without a change in pay over the last two years. It ain’t cute.The poor are getting scraps and the powerful are being rocketed even higher.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.