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<blockquote data-quote="Tigris" data-source="post: 9892166" data-attributes="member: 7043270"><p>Well 5.24 characters start now at level 3 and I find level 3 characters in 5.24 definitly more interesting than daggerheart level 1 characters.</p><p></p><p>I played a sorcerer I had:</p><p></p><ul> <li data-xf-list-type="ul">Minor illusion cantrip (mostly non combat especially since creatures near the illusion see through it)</li> <li data-xf-list-type="ul">Basic attack dealing only damage in range</li> <li data-xf-list-type="ul">Ranged spell dealing slightly more damage than a basic attack. (2d10 once useable and rechargable with stress)</li> <li data-xf-list-type="ul">1 Short range area effect spell. Doing only damage. More damage if enemy is vulnerable but I cant cause that.</li> <li data-xf-list-type="ul">"Metamagic" which can increase range or damage of spells. (Still only damage)</li> <li data-xf-list-type="ul">A 3 hope "reroll damage dice" feature which sounds like an incredible inefficient use of hope.</li> <li data-xf-list-type="ul">I can use hope to get +2 to some rolls but that is just replacing "skills" so I need ressources to activate my in other games passive skills.</li> </ul><p>So all I can do is damage. No secondary effects. Also with movement and range mostly abstract (and no opportunity attacks mostly), the movement part which normally adds some tactic also mostly falls away.</p><p></p><p>EDIT: I forgot the race. I could also get advantage on "reaction rolls". Which is good but also not something I can use actively against enemies.</p><p></p><p>EDIT: Also because of the way how initiative works, it does not matter how many enemies are still there, or who you focus most of the time. So even "who do I attack" is one decision less. There is no focus fire to reduce enemies to have less of them attack etc. So even srea attack vs single attack decision is not rrally important often... </p><p></p><p></p><p>A Level 3 fighter in 5.24 can</p><p></p><ul> <li data-xf-list-type="ul">Heal themselves or use the same ressource for increasing an important skill check</li> <li data-xf-list-type="ul">use the origin feat like using 2 times per day luck counters to give advantage on a roll or an enemy attacking you didadvantage</li> <li data-xf-list-type="ul">Use up to 3 different weapons with different properties. This can be cleave, topple and push (to potential kite enemies)</li> <li data-xf-list-type="ul">I can do opportunity attacks and enemies can as well, so positioning is more important. A good movement may protect my allies by threatening opportunity attacks.</li> <li data-xf-list-type="ul">I can do once per short rest a second action. This may normally be an attack, but it could also be a run or disengage action etc.</li> <li data-xf-list-type="ul">I also I can do with the 2 attacks combinations. Like prone an enemy and then switch weapon and push enemy away, allowing me to move farther away from them (with no opportunity attack) than they can reach because they lose half the movement standing up.</li> <li data-xf-list-type="ul">I can get an ability from a race. Like being able to teleport ad a minor action + additional effect (charm, area damage and slow, teleport someone with me etc.)</li> <li data-xf-list-type="ul">I can get heroic inspiration from roleplay etc. Which allows me to reroll a roll after it failed</li> <li data-xf-list-type="ul">I can get easily 2+ different abilities from a subclass which are more than just damage. (Like maneuvers etc.)</li> </ul><p>And this is not a spellcaster. Spellcasters have even more.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9892166, member: 7043270"] Well 5.24 characters start now at level 3 and I find level 3 characters in 5.24 definitly more interesting than daggerheart level 1 characters. I played a sorcerer I had: [LIST] [*]Minor illusion cantrip (mostly non combat especially since creatures near the illusion see through it) [*]Basic attack dealing only damage in range [*]Ranged spell dealing slightly more damage than a basic attack. (2d10 once useable and rechargable with stress) [*]1 Short range area effect spell. Doing only damage. More damage if enemy is vulnerable but I cant cause that. [*]"Metamagic" which can increase range or damage of spells. (Still only damage) [*]A 3 hope "reroll damage dice" feature which sounds like an incredible inefficient use of hope. [*]I can use hope to get +2 to some rolls but that is just replacing "skills" so I need ressources to activate my in other games passive skills. [/LIST] So all I can do is damage. No secondary effects. Also with movement and range mostly abstract (and no opportunity attacks mostly), the movement part which normally adds some tactic also mostly falls away. EDIT: I forgot the race. I could also get advantage on "reaction rolls". Which is good but also not something I can use actively against enemies. EDIT: Also because of the way how initiative works, it does not matter how many enemies are still there, or who you focus most of the time. So even "who do I attack" is one decision less. There is no focus fire to reduce enemies to have less of them attack etc. So even srea attack vs single attack decision is not rrally important often... A Level 3 fighter in 5.24 can [LIST] [*]Heal themselves or use the same ressource for increasing an important skill check [*]use the origin feat like using 2 times per day luck counters to give advantage on a roll or an enemy attacking you didadvantage [*]Use up to 3 different weapons with different properties. This can be cleave, topple and push (to potential kite enemies) [*]I can do opportunity attacks and enemies can as well, so positioning is more important. A good movement may protect my allies by threatening opportunity attacks. [*]I can do once per short rest a second action. This may normally be an attack, but it could also be a run or disengage action etc. [*]I also I can do with the 2 attacks combinations. Like prone an enemy and then switch weapon and push enemy away, allowing me to move farther away from them (with no opportunity attack) than they can reach because they lose half the movement standing up. [*]I can get an ability from a race. Like being able to teleport ad a minor action + additional effect (charm, area damage and slow, teleport someone with me etc.) [*]I can get heroic inspiration from roleplay etc. Which allows me to reroll a roll after it failed [*]I can get easily 2+ different abilities from a subclass which are more than just damage. (Like maneuvers etc.) [/LIST] And this is not a spellcaster. Spellcasters have even more. [/QUOTE]
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