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  1. Charlaquin

    Unearthed Arcana WOTC still can't get the backgrounds right in the new FR book.

    Why does that key off Wisdom instead of Charisma…?
  2. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    That’s a bit better. Fist is a little odd to combine with staggering. Maybe Warrior of the Staggering Step or Staggering Gait, something like that.
  3. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    Staggering Warrior would be fine I think, but “Warrior of” seems to be a tough naming convention to work with.
  4. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    Warrior of Staggering? It’s better than intoxication but I’m not sold
  5. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    That’s a fair assessment I definitely think there’s room for a full defender subclass. Not sure there’s room for a full mounted fitghter subclass. Not due to lack of design space, but due to the narrow usefulness of mounts. A lot of places adventurers tend to go adventuring are not very...
  6. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    I agree, though subclass abilities coming way too late is a pretty universal problem in the game.
  7. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    I’m not sure the magical beverages are actually alcoholic. They don’t say anything about intoxicating the character, they have effects like letting you breathe poison or resist radiant damage. It feels more like PF2’s mutagen alchemist than an actual drunken master…
  8. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    I quite like the Barbarian subclass updates, though I still think fire damage for a desert barbarian feels forced. I get that causing exhaustion would be overpowered, but deserts aren’t full of fire, they’re just dry, and they’re cold a good half of the time. Ah, well. Removing the limit on the...
  9. Charlaquin

    New Unearthed Arcana Brings Back Five Subclasses

    The subclass has never been about actually being drunk, and still isn’t in this UA. If you read the description, it’s still about imitating the movements of someone who’s “intoxicated.” They just… decided to also give it magical potions for some reason. None of which are required for the...
  10. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    All healing spells had their dice doubled in the new rules.
  11. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Isn’t that exactly what Legendary Resistance does anyway though…?
  12. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Also, I don’t know what you guys did in closed testing, but during the open playtest you got a lot of your feedback from people playing through the Caves of Chaos and Isles of Dread. It’s no surprise that the game that came out of that works quite well for that dungeon-as-opponent style of...
  13. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Trying to remove draw variability is a terrible decision, because uncertainty of outcome is an essential quality of what makes an activity a game. If you know who’s going to win, there’s no game to be played, it’s just a formality at best. And in a hypothetical perfectly-balanced symmetrical...
  14. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Alright, pal. You’re wrong, but it’s fine. I know competitive Magic is unintuitive to get one’s head around, and this is pretty wildly off-topic anyway.
  15. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Maybe, if you’re playing a midrange deck that aims to curve out and doesn’t run draw engines. In other words, a bad deck. If you’re playing a serious competitive deck, you’ll either have highly mana-efficient options, or be running enough ramp to get to your expensive bombs after only a few...
  16. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Again, “until everyone stops playing with you” is something that happens at the casual level, not in competitive tournaments. And in higher level play, control is widely considered “fair” magic, because it invites actual back-and-forth play. And control decks have basically no metashare in any...
  17. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Depends which Netrunner. There was a game by that name in 1996 that’s long out of print, and there’s also Android Netrunner, a CCG (as opposed to a TCG - you buy the cards in complete expansions, more like a board game rather than in blind packs like baseball cards), which was first printed in...
  18. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Nah, dude. There is a lot of decision-making involved in high-level competitive magic play. The stochastic elements do limit the impact of skill, but over enough games, the more skilled player will win more games, and this is especially true in so-called “fair,” interactive Magic. “Winning is...
  19. Charlaquin

    D&D General Mike Mearls says control spells are ruining 5th Edition

    Netrunner is a great game. Personally, I think the problem is not with the fundamental design of Magic (and symmetrical competitive card games derived from it broadly), but with the profit incentives of the medium. We saw these same trends in Yugioh long before they started happening in Magic...
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