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<blockquote data-quote="Cybit" data-source="post: 6008969" data-attributes="member: 66111"><p>Don't think so? They've said in the past that their goal was to have every class ever in a PH1 within this PH1; either as a core class, or as a playable concept from a base class + theme + specialty + feats + etc. </p><p></p><p>As sort of stated earlier, that's the hope. But, they also don't want class bloat ala 3/4E. Every class needs to have a unique place in the narrative / story AND a class defining mechanic based on that unique narrative "thing". They're not tied to "divine spontaneous caster" or that methodology of creating classes. Each class needs a very unique spot in the narrative and story, and a mechanic(s) that can be tied to that uniqueness.</p><p></p><p>Did I mention they are pushing story / narrative extraordinarily hard? Even the questions about mechanics came back to the narrative first.</p><p></p><p>Seems like the cleric domain / sorcerer origin / warlock pact bit. Note that domains are a huge deal though, as they show what spells the cleric has access to. As it stands, the domain restricts what spells a cleric can get. A Domain of War cleric isn't going to get many blasty spell types, they're going to get access to buffing spells / spells used in melee on a battlefield. Part of redoing casters is based on the idea that casters can't have all the options for everything on them, or within an a day's rest. I suspect wizards will undergo the same thing, as they seem to recognize that the power of spellcasters within the Vancian system is a) the ability to stack spells, b) the ability to handle any and all situations at even medium levels, and c) the ability to use spells to get themselves to a place where they can rest safely on a consistent and more or less uninterruptible basis. </p><p></p><p>These are all things they wish to tackle. </p><p></p><p>Fighter is the big one they seem to be happy about, but they're waiting on feedback from folks first. I imagine clerics & wizards are waiting for higher spell levels to be tested. </p><p></p><p>In the core? I don't think too many, if many more. But a lot of races will be setting specific / setting optional, IE, tieflings, etc etc. They have made it sound like a lot of races will be eventually brought in. Also, Dragonlance seems to be making a come back.</p><p></p><p>Universes brought up during the panels</p><p>===================================</p><p>Planescape</p><p>Dragonlance</p><p>Forgotten Realms (if there is a default world, this will be it)</p><p>Eberron</p><p>Ravenloft</p><p>Dark Sun</p><p>Gamma World</p><p></p><p>What kind of modules? Not sure what you mean by this? Adventures? Rules Modules?</p><p></p><p>It depends on how they implement it. The first level of multiclass wizard might just allow usage of magic wands, etc. They have really only thought out loud about multiclass as far as I can tell. </p><p></p><p>Apparently one of them is running a kick ass Dark Sun game. </p><p></p><p>They will keep the spells but change the effects I suspect. Less bonuses, more advantage / disadvantage, or something completely different. </p><p></p><p>They weren't totally happy with it, so they removed them from this playtest while they fix it. They're deliberately removing things from playtest as to not distract from what they wanted playtested. For instance, they might put arcane spell failure from armor back in. But right now, they don't want folks obsessing over that, they want them trying out the fighter / warlock / sorcerer. So they just removed it, said "no armor for wizards!", and plan to come back to it.</p></blockquote><p></p>
[QUOTE="Cybit, post: 6008969, member: 66111"] Don't think so? They've said in the past that their goal was to have every class ever in a PH1 within this PH1; either as a core class, or as a playable concept from a base class + theme + specialty + feats + etc. As sort of stated earlier, that's the hope. But, they also don't want class bloat ala 3/4E. Every class needs to have a unique place in the narrative / story AND a class defining mechanic based on that unique narrative "thing". They're not tied to "divine spontaneous caster" or that methodology of creating classes. Each class needs a very unique spot in the narrative and story, and a mechanic(s) that can be tied to that uniqueness. Did I mention they are pushing story / narrative extraordinarily hard? Even the questions about mechanics came back to the narrative first. Seems like the cleric domain / sorcerer origin / warlock pact bit. Note that domains are a huge deal though, as they show what spells the cleric has access to. As it stands, the domain restricts what spells a cleric can get. A Domain of War cleric isn't going to get many blasty spell types, they're going to get access to buffing spells / spells used in melee on a battlefield. Part of redoing casters is based on the idea that casters can't have all the options for everything on them, or within an a day's rest. I suspect wizards will undergo the same thing, as they seem to recognize that the power of spellcasters within the Vancian system is a) the ability to stack spells, b) the ability to handle any and all situations at even medium levels, and c) the ability to use spells to get themselves to a place where they can rest safely on a consistent and more or less uninterruptible basis. These are all things they wish to tackle. Fighter is the big one they seem to be happy about, but they're waiting on feedback from folks first. I imagine clerics & wizards are waiting for higher spell levels to be tested. In the core? I don't think too many, if many more. But a lot of races will be setting specific / setting optional, IE, tieflings, etc etc. They have made it sound like a lot of races will be eventually brought in. Also, Dragonlance seems to be making a come back. Universes brought up during the panels =================================== Planescape Dragonlance Forgotten Realms (if there is a default world, this will be it) Eberron Ravenloft Dark Sun Gamma World What kind of modules? Not sure what you mean by this? Adventures? Rules Modules? It depends on how they implement it. The first level of multiclass wizard might just allow usage of magic wands, etc. They have really only thought out loud about multiclass as far as I can tell. Apparently one of them is running a kick ass Dark Sun game. They will keep the spells but change the effects I suspect. Less bonuses, more advantage / disadvantage, or something completely different. They weren't totally happy with it, so they removed them from this playtest while they fix it. They're deliberately removing things from playtest as to not distract from what they wanted playtested. For instance, they might put arcane spell failure from armor back in. But right now, they don't want folks obsessing over that, they want them trying out the fighter / warlock / sorcerer. So they just removed it, said "no armor for wizards!", and plan to come back to it. [/QUOTE]
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