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<blockquote data-quote="fireinthedust" data-source="post: 5150664" data-attributes="member: 51930"><p>I disagree, as most of the changes mentioned seem to be fairly good to me.</p><p></p><p></p><p>The class changes I think were needed. They overhauled all of them with fan support; the final forms are the way they are due to thousands of playtesters meeting and discussing and voting on what they liked and what they would buy.</p><p></p><p>Wizards are given more options in terms of specialization, but those schools are penalized, not cancelled out (ie: my ilusionist can still fight back vs. constructs). That and they were given another option than Familiars, so a class option isn't wasted on something they might not use (ie: I have a magic staff like Gandalf, who wouldn't use a familiar). Otherwise, same wizard except for spell tweaks. Still as powerful, not really more.</p><p></p><p>Other classes were made, in my mind, more interesting over time: Paladins have something worth getting after 6th level (Mercies), and spell-casting levels aren't slowed (ie: saves and caster level are my character level, so I'm not in trouble vs. BBEG who can't not save against a vastly lower CL paladin). That's a big deal.</p><p> Ditto the Monk. Other things were done to shake stuff up: Barbarian now has options during Rage, so it's not just a static bonus and the same barbarian every single time. This isn't more powerful. </p><p></p><p>I'm trying it out on these boards, and making up my own PC group as I go along also, to get a handle on the rules. I don't mind getting back after this playtest/run through.</p><p></p><p>Regardless, just doing the math in my head I'm more confident in this rule set than I am with 3.5.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5150664, member: 51930"] I disagree, as most of the changes mentioned seem to be fairly good to me. The class changes I think were needed. They overhauled all of them with fan support; the final forms are the way they are due to thousands of playtesters meeting and discussing and voting on what they liked and what they would buy. Wizards are given more options in terms of specialization, but those schools are penalized, not cancelled out (ie: my ilusionist can still fight back vs. constructs). That and they were given another option than Familiars, so a class option isn't wasted on something they might not use (ie: I have a magic staff like Gandalf, who wouldn't use a familiar). Otherwise, same wizard except for spell tweaks. Still as powerful, not really more. Other classes were made, in my mind, more interesting over time: Paladins have something worth getting after 6th level (Mercies), and spell-casting levels aren't slowed (ie: saves and caster level are my character level, so I'm not in trouble vs. BBEG who can't not save against a vastly lower CL paladin). That's a big deal. Ditto the Monk. Other things were done to shake stuff up: Barbarian now has options during Rage, so it's not just a static bonus and the same barbarian every single time. This isn't more powerful. I'm trying it out on these boards, and making up my own PC group as I go along also, to get a handle on the rules. I don't mind getting back after this playtest/run through. Regardless, just doing the math in my head I'm more confident in this rule set than I am with 3.5. [/QUOTE]
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