D&D Beyond shared some stats about the things people are using from Explorers Guide to Wildemount. These are stats from 28 million characters.
I always go back to the Mystic Theurge when these Hexblade/Echo Knight/Cleric of Order broke the game arguments.
I always go back to the Mystic Theurge when these Hexblade/Echo Knight/Cleric of Order broke the game arguments. Mystic Theurge was a 3E option offered that blew people's minds. It gave you access to wizard AND cleric spells. Your spellcasting fell a few levels behind a pure spellcaster, but while they were casting 7th level wizard spells, you had access to both 6th level wizard AND 6th level cleric spells.
Yes, I think I would be much stricter in what I allowed the echo to do, irrespective of RAW. If the echo is supposed to be an alternative universe version of you, it seems unlikely that there exists a universe in which you are hovering 15' in the air.That actually all sounds awesome. Though you might be letting the echo do more than intended in the text.
I think it's entirely reasonable. I cannot count the times that I've seen someone claim that such-and-such (in D&D, WH40K, or other games) is over/underpowered when in my experience in game it wasn't (and vice-versa with claims that something is not over/underpowered).
There are too many variables in actual gameplay that drawing conclusions from simply reading it or considering "white room" scenarios is inherently flawed. Also, the scientific method requires testing.![]()
Whatever use white room analysis has for evaluating a class in the combat pillar, it is not use whatsoever in the exploration an social pillars. And the issues raised here are with the Echo Knight's exploration pillar performance, not it's combat performance.
This was addressed extensively. And, as noted, it is a whiteboard problem, not an actual gameplay problem.Whatever use white room analysis has for evaluating a class in the combat pillar, it is not use whatsoever in the exploration an social pillars. And the issues raised here are with the Echo Knight's exploration pillar performance, not it's combat performance.
This was addressed extensively. And, as noted, it is a whiteboard problem, not an actual gameplay problem.
Teleporting past a locked gate - rather than picking a lock or breaking the gate down - cool, not game breaking.
Teleporting across a 15 foot wide gap - rather than leaping over it - cool, not game breaking.
Teleporting up a 15' cliff - rather than climbing it - cool, not game breaking.
Teleporting past a trap - rather than walking around it, disarming it, or otherwise evading it - cool, not game breaking.
Misty Step costs a 2nd level spell slot. Using it to overcome obstacles comes at a cost - a very significant one at 3rd level. The issue isn't that the echo knight can bypass obstacles - it's that they can do it for zero cost.That is not to say that there are not places where the Echo Knight can do something that the DM may not have intended to be possible. You get it at 3rd level - when misty step is available - and most of what you can do with the Echo Knight in the exploration tier is pretty much something that can be done with Misty Step.
Reminds me of discussions of the Hexblade Warlock, tbh. It “gets more” than other subclasses, but...it doesn’t make a more powerful character than what is available in the phb. It just reads as powerful because it has more bullet points than other warlocks.I always go back to the 3.0e monk, when 3e first came out. People looked at how they got something every single level, and thought that meant they were easily the most powerful class. Took about 6 months for that to die down on this message board.