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"Fixing" 5e's Least Well Performing Classes
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<blockquote data-quote="Chaosmancer" data-source="post: 8053634" data-attributes="member: 6801228"><p>I fully agree with the ranger fixes. I've essentially melded the Class Variants, Revised and base ranger together. Took a lot of those level 1 abilities from the Revised and made them additional small bits you can gain from the Deft Explorer Ability. It makes it so you have some choices, and you won't eventually get all of them. </p><p></p><p>I also gave the prepared spells, just like the paladin. </p><p></p><p>Last thing to do for them is fix a few real crappy spells (Flame Arrows, Grasping Vine, and the like) and they are golden. </p><p></p><p>Warlock, just moved some things around. Redid Hexblade into the "Cursed One" and took their martial stuff to just add to blade pact. I tend to start at level 3, so no real thematic problems expected from that. </p><p></p><p>Then just some minor stuff. Taking the invocations that say "cast this spell 1/day with a warlock slot" and saying"cast it once for free, and later as a warlock slot". Gave them essentially Proficienyc spell slots, which is a little more powerful, but hasn't been noticeable yet. </p><p></p><p></p><p>Monk I'm still ruminating on. A combat buff at 11th and a little more ki seems to be the best fixes, but I'm not sure yet. And I think the 4e monk needs to just be re-written. I need to look back and see how I handled that when I did my big rewrite of everything. Oh, and fix the capstone. </p><p></p><p>I gave them the ability to use the basic ki actions (flurry, step, defense, maybe the eye one from CV) for free. It is level 20, it should rock. </p><p></p><p></p><p>And sorcerer was just a complete rewrite. I still need to find a way to test it and see if it is too powerful or not.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8053634, member: 6801228"] I fully agree with the ranger fixes. I've essentially melded the Class Variants, Revised and base ranger together. Took a lot of those level 1 abilities from the Revised and made them additional small bits you can gain from the Deft Explorer Ability. It makes it so you have some choices, and you won't eventually get all of them. I also gave the prepared spells, just like the paladin. Last thing to do for them is fix a few real crappy spells (Flame Arrows, Grasping Vine, and the like) and they are golden. Warlock, just moved some things around. Redid Hexblade into the "Cursed One" and took their martial stuff to just add to blade pact. I tend to start at level 3, so no real thematic problems expected from that. Then just some minor stuff. Taking the invocations that say "cast this spell 1/day with a warlock slot" and saying"cast it once for free, and later as a warlock slot". Gave them essentially Proficienyc spell slots, which is a little more powerful, but hasn't been noticeable yet. Monk I'm still ruminating on. A combat buff at 11th and a little more ki seems to be the best fixes, but I'm not sure yet. And I think the 4e monk needs to just be re-written. I need to look back and see how I handled that when I did my big rewrite of everything. Oh, and fix the capstone. I gave them the ability to use the basic ki actions (flurry, step, defense, maybe the eye one from CV) for free. It is level 20, it should rock. And sorcerer was just a complete rewrite. I still need to find a way to test it and see if it is too powerful or not. [/QUOTE]
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