Pretty disappointed this is Ancient sized instead of Adult. I was looking forward to building a full set of the new designs as they released, but I don’t want the set to be in mismatched size categories. And Adult is a more versatile size, you can fudge it down to Young or up to Ancient and more...
It seems that way in the abstract, but it’s mostly not that great compared to other options. Smaller damage dice, very limited selection of mastery options, and with how easy it is to get advantage in 5e24, not even much more accurate. It’s not bad, but it’s not as impressive as “4 attacks per...
“Folks in their early to mid 40s” are older millennials. The youngest of gen X are in their late 40s now, and “people in their 20s” are mostly Gen Z. The youngest millennials are still clinging to their late 20s, but that’s not going to hold true for much longer.
Anyway, I do think there’s a...
I think the trouble with Conjurer, and this is shared by the Necromancer, is that conceptually they want to be summoning/animating large numbers of minions, but 2024 D&D wants to move away from having a single player control several creatures at once. With the conjure X spells being redesigned...
I mean, even the most prepared DM in the world will still have unexpected things happen due to the input of the dice and the players, as you say. However, I think a well-prepared DM will be better equipped to come up with an appropriate response to an unexpected situation than an unprepared one...
Which is why I didn’t say improvising requires planning, I said it’s making and executing a plan simultaneously. If you didn’t have a plan you would be acting randomly. Good improvisation does follow a plan, it’s just a plan made up as you go.
I think going truly zero-prep is a fool’s errand. Even a hypothetical perfect improviser can only ever produce something of approximately equal quality to a well-planned adventure, because improvising is just planning and executing the plan at the same time. It’s better, in my opinion, to focus...
I agree with the core idea - rogue has long had an identity crisis between the AD&D style boxman who’s there to crack locks and disable traps but isn’t really cut out for a fair fight and has to rely on cheap tricks to contribute to combat, vs the WoW style DPS king who’s squishy but rips...
I have never had a blood hunter in my campaign, but taking your word for it that they feel underpowered with the self-damage, I suspect it may have been included purely as a flavor feature, rather than a balancing factor. If so, and if they are in need of a boost, I would be more inclined to...