Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Class Design Concepts
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ZombieRoboNinja" data-source="post: 6058043" data-attributes="member: 54843"><p>I guess we're a few days behind the curve here with the forum outages. But hey, why not!</p><p></p><p>Rogues: I really have no idea what the heck they're talking about with skill dice here. But are they saying rogues basically get that PLUS full expertise dice? So every round the fighter chooses between using his dice for Deadly Strike or for something else, but the rogue gets to do Deadly Strike PLUS some skill thing? Sounds inelegant and a bit too powerful to me. Whatever these "skill dice" are, why doesn't the rogue just get them IN PLACE OF expertise dice, and have the option of using them to boost damage via Sneak Attack or whatever? Also, giving up advantage for Sneak Attack damage sounds like a harsh tradeoff. </p><p></p><p>Spellcasting: It sounds like you get to change your cantrips every day now, which is potentially cool. I'm kind of bummed that Mike Mearls has suggested on Twitter that they're resigned to letting lower-level slots degrade to "utility" status, so a level 10 wizard will again have slots full of Levitate and Knock and so on. This isn't necessarily "OMG rogues are replaced!" but it does mean they have to work harder to make sure spells like Knock and Spider Climb aren't overpowered.</p><p></p><p>Clerics: I kind of like the new channel divinity, but (a) it's probably too little healing, and (b) I'll kind of miss rolling for heals. And anyway, it's still not solving any major problems as long as clerics still can use up their spell slots for healing. Get rid of the Cure spells and we'll talk.</p><p></p><p>Wizards: The change to spell prep means even MORE danger of utility spells being overpowered. Previously, prepping Knock meant you were unable to use that spell slot for combat; now, you just prep Knock alongside Magic Missile or whatever and use that slot for whichever you need. Again, this doesn't mean utility spells are NECESSARILY overpowered, but it DOES mean that each one has to be looked at very carefully. "Fly isn't overpowered because it takes up a level 3 slot" is no longer a viable argument.</p><p></p><p>Fighters: I hate the idea that the way to make the fighter special is to tack MORE mechanics on top of the elegant maneuver/expertise system. Don't make Parry a separate mechanic; just make it kickass and fighter-restricted.</p><p></p><p>EDIT: The more I think about the fighter thing, the more it bugs me. It basically sounds like now that ALL weapon-using classes get expertise damage but not maneuvers, the fighter and monk's defining ability is that they can do LESS damage when they want to do other cool things. Whereas the rogue (and presumably paladin, ranger, barbarian, etc) layer their class benefits on top of expertise damage. But of course we haven't seen any of this in play, so I'll shut up.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6058043, member: 54843"] I guess we're a few days behind the curve here with the forum outages. But hey, why not! Rogues: I really have no idea what the heck they're talking about with skill dice here. But are they saying rogues basically get that PLUS full expertise dice? So every round the fighter chooses between using his dice for Deadly Strike or for something else, but the rogue gets to do Deadly Strike PLUS some skill thing? Sounds inelegant and a bit too powerful to me. Whatever these "skill dice" are, why doesn't the rogue just get them IN PLACE OF expertise dice, and have the option of using them to boost damage via Sneak Attack or whatever? Also, giving up advantage for Sneak Attack damage sounds like a harsh tradeoff. Spellcasting: It sounds like you get to change your cantrips every day now, which is potentially cool. I'm kind of bummed that Mike Mearls has suggested on Twitter that they're resigned to letting lower-level slots degrade to "utility" status, so a level 10 wizard will again have slots full of Levitate and Knock and so on. This isn't necessarily "OMG rogues are replaced!" but it does mean they have to work harder to make sure spells like Knock and Spider Climb aren't overpowered. Clerics: I kind of like the new channel divinity, but (a) it's probably too little healing, and (b) I'll kind of miss rolling for heals. And anyway, it's still not solving any major problems as long as clerics still can use up their spell slots for healing. Get rid of the Cure spells and we'll talk. Wizards: The change to spell prep means even MORE danger of utility spells being overpowered. Previously, prepping Knock meant you were unable to use that spell slot for combat; now, you just prep Knock alongside Magic Missile or whatever and use that slot for whichever you need. Again, this doesn't mean utility spells are NECESSARILY overpowered, but it DOES mean that each one has to be looked at very carefully. "Fly isn't overpowered because it takes up a level 3 slot" is no longer a viable argument. Fighters: I hate the idea that the way to make the fighter special is to tack MORE mechanics on top of the elegant maneuver/expertise system. Don't make Parry a separate mechanic; just make it kickass and fighter-restricted. EDIT: The more I think about the fighter thing, the more it bugs me. It basically sounds like now that ALL weapon-using classes get expertise damage but not maneuvers, the fighter and monk's defining ability is that they can do LESS damage when they want to do other cool things. Whereas the rogue (and presumably paladin, ranger, barbarian, etc) layer their class benefits on top of expertise damage. But of course we haven't seen any of this in play, so I'll shut up. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Class Design Concepts
Top