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Dear Wizards, I no longer have a clue what you're doing
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<blockquote data-quote="Neonchameleon" data-source="post: 5444497" data-attributes="member: 87792"><p>I wouldn't. And I'd hardly call the Knight, the Slayer, the Cavalier, both Rangers, and the new Druid nothing of value. That's six new and useful classes. Including in descending order of importance:</p><p>1: A class for people who want to Just Hit Stuff in combat.</p><p>2: Two types of defender who don't spew marks everywhere and thus take a lot less tracking and hence brainpower.</p><p>3: A Martial Controller - and trickshooting archer (bard of all things was closest before).</p><p>4: A simple two weapon fighter that makes sense. And doesn't bother with annoying things like Quarries.</p><p>5: A pet-class leader.</p><p> </p><p>Once you get beyond that, school-based wizardry is an improvement over implement-based wizardry. Wis-clerics finally get melee powers. Hexblades are cool even if I have no wish to play one. And there are apparently people who massively prefer thieves to rogues - and for that matter I'm using one as an NPC companion character because they are so much easier to run than normal PCs. If you think of the two Heroes books as generalised splatbooks they aren't bad.</p><p> </p><p>Monster Vault is IMO the best monster manual ever written for D&D. And the Rules Compendium is useful and can be treated as a revision.</p><p> </p><p></p><p> </p><p>As a member of the existing player base, I have found Monster Vault, both Heroes books, and the Rules Compendium all extremely useful.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5444497, member: 87792"] I wouldn't. And I'd hardly call the Knight, the Slayer, the Cavalier, both Rangers, and the new Druid nothing of value. That's six new and useful classes. Including in descending order of importance: 1: A class for people who want to Just Hit Stuff in combat. 2: Two types of defender who don't spew marks everywhere and thus take a lot less tracking and hence brainpower. 3: A Martial Controller - and trickshooting archer (bard of all things was closest before). 4: A simple two weapon fighter that makes sense. And doesn't bother with annoying things like Quarries. 5: A pet-class leader. Once you get beyond that, school-based wizardry is an improvement over implement-based wizardry. Wis-clerics finally get melee powers. Hexblades are cool even if I have no wish to play one. And there are apparently people who massively prefer thieves to rogues - and for that matter I'm using one as an NPC companion character because they are so much easier to run than normal PCs. If you think of the two Heroes books as generalised splatbooks they aren't bad. Monster Vault is IMO the best monster manual ever written for D&D. And the Rules Compendium is useful and can be treated as a revision. As a member of the existing player base, I have found Monster Vault, both Heroes books, and the Rules Compendium all extremely useful. [/QUOTE]
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Dear Wizards, I no longer have a clue what you're doing
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