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5e niggles:- Multiclassing Spellcasters; Dragonborn Sorcerers; Tavern Brawler; Warlocks
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<blockquote data-quote="DonAdam" data-source="post: 6357516" data-attributes="member: 2446"><p>You make some good points that I'll have to chew on more.</p><p></p><p>Re: Tavern Brawler:</p><p></p><p>Upping the damage die basically makes it a must-have feat for monks. I would counsel against this. </p><p></p><p>The problem seems to arise from the fact that level 1 monks are underwhelming. This is one of my niggles with the rules. Their two abilities basically serve to bring them up to the level of a character using equipment. They are essentially two-weapon fighters who add their ability mod to their off hand attack--but the ability mod mostly just makes up for the lower dice they are throwing with simple weapons and unarmed strikes. Compared to a level 1 fighter, they have (slightly) fewer hit points and no second wind (and likely to have lower Con since they require two stats for their AC to be competitive).</p><p></p><p>I have a similar niggle regarding first level rangers, who have two very situational abilities that are unlikely to come up in the first session. These are both niggles because first level is so short and at later levels it evens out.</p><p></p><p>Re: Warlock</p><p></p><p>I don't think they are weak so much as that clerics are just very strong. The domain spells don't just increase the number of spells known, but the number of spells prepared.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 6357516, member: 2446"] You make some good points that I'll have to chew on more. Re: Tavern Brawler: Upping the damage die basically makes it a must-have feat for monks. I would counsel against this. The problem seems to arise from the fact that level 1 monks are underwhelming. This is one of my niggles with the rules. Their two abilities basically serve to bring them up to the level of a character using equipment. They are essentially two-weapon fighters who add their ability mod to their off hand attack--but the ability mod mostly just makes up for the lower dice they are throwing with simple weapons and unarmed strikes. Compared to a level 1 fighter, they have (slightly) fewer hit points and no second wind (and likely to have lower Con since they require two stats for their AC to be competitive). I have a similar niggle regarding first level rangers, who have two very situational abilities that are unlikely to come up in the first session. These are both niggles because first level is so short and at later levels it evens out. Re: Warlock I don't think they are weak so much as that clerics are just very strong. The domain spells don't just increase the number of spells known, but the number of spells prepared. [/QUOTE]
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Community
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5e niggles:- Multiclassing Spellcasters; Dragonborn Sorcerers; Tavern Brawler; Warlocks
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