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2024 Player's Handbook reveal: "New Ranger"
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<blockquote data-quote="pukunui" data-source="post: 9388678" data-attributes="member: 54629"><p>My gloom stalker ban is purely mechanical. I don't like the way the subclass works. I allowed one in a game once, and I didn't like it.</p><p></p><p>The assassin and necromancer bans are a combination of mechanics and flavor. With respect to the latter, I don't think you can be a non-evil poison-wielding assassin or undead-commanding necromancer. I know other people disagree, but that's just how <em>I</em> see those classes. I would rather they were in the DMG along with the other NPC-only subclasses, like the Death cleric and the poorly named* Oathbreaker paladin. From a mechanical standpoint, the 2014 assassin is wonky, and I'd rather it just not be an option than have to explain to my players why I don't think they should pick it, while the necromancer can bog down the game with all its undead minions. </p><p></p><p>I also ban the Twilight cleric for mechanical reasons, and I ban the Moon druid purely because I'm sick of it -- it's the only druid subclass I've ever seen in play.</p><p></p><p>Oh, I also ban the fiend warlock. I had one of those in an early 5e game and decided that that sort of Faustian bargain thing wasn't something I wanted to explore in my games. (I sometimes like to tempt my players with other sorts of devilish bargains in game, but they generally understand that they're expected to resist the temptation.)</p><p></p><p></p><p></p><p></p><p><em>*I've never understood why breaking your oath gives you a whole new set of paladin abilities. It ought to just be an unholy/evil oath rather than a "here's a reward for breaking your oath!"</em></p></blockquote><p></p>
[QUOTE="pukunui, post: 9388678, member: 54629"] My gloom stalker ban is purely mechanical. I don't like the way the subclass works. I allowed one in a game once, and I didn't like it. The assassin and necromancer bans are a combination of mechanics and flavor. With respect to the latter, I don't think you can be a non-evil poison-wielding assassin or undead-commanding necromancer. I know other people disagree, but that's just how [I]I[/I] see those classes. I would rather they were in the DMG along with the other NPC-only subclasses, like the Death cleric and the poorly named* Oathbreaker paladin. From a mechanical standpoint, the 2014 assassin is wonky, and I'd rather it just not be an option than have to explain to my players why I don't think they should pick it, while the necromancer can bog down the game with all its undead minions. I also ban the Twilight cleric for mechanical reasons, and I ban the Moon druid purely because I'm sick of it -- it's the only druid subclass I've ever seen in play. Oh, I also ban the fiend warlock. I had one of those in an early 5e game and decided that that sort of Faustian bargain thing wasn't something I wanted to explore in my games. (I sometimes like to tempt my players with other sorts of devilish bargains in game, but they generally understand that they're expected to resist the temptation.) [I]*I've never understood why breaking your oath gives you a whole new set of paladin abilities. It ought to just be an unholy/evil oath rather than a "here's a reward for breaking your oath!"[/I] [/QUOTE]
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