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"Fixing" 5e's Least Well Performing Classes
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<blockquote data-quote="UngeheuerLich" data-source="post: 8054914" data-attributes="member: 59057"><p>No. I think, the sorcerer might have an extra choice of metamagic at some point between level 3 and 10. The warlock likewise should have 1 more invocation at level 3.</p><p>I like the Idea of having a flurry of blows that is just a free action and allows for an extra attack with any weapon in hand, since often enough you don't know if the extra attack is worth it and the monk is starved for bonus actions at times. And extra attack + dodge seems like a great help in melee before level 5. I also like the error in the german book, where it is stated that any simple weapon (missing the melee tag) is considered a monk weapon. That allows for the use of shuriken with flurry of blows followup.</p><p>The elemental monk should also have a few more choices for masteries and probably a little cost reduction. Also the stoneskin discipline should be reerrated to the 1st printing level, because at the pont where they get them it is not useful anymore.</p><p>That said, i still think those 3 classes are ok balance wise, but a little 1 dimensional.</p><p></p><p>My bigger concern is the ranger as a whole, because they are all over the place with their abilities. They are not underpowered in any way, but even the hunter or even the xanathar's guide classes have their problems, because of the bonus action juggling.</p><p>As much as I think, bonus actions have their place in the rules, they are too much of a hassle if you want to fight with two weapons on a regular base. Also concentration is annoying for rangers if they want to stay in melee. Hunter's mark should never be considered as a go to spell for a melee ranger.</p><p></p><p>Edit:</p><p>I want to iterated, why I made my former statement. I am not ok with the premise of the thread. It is nit that those classes are underperforming in any way. It is more that too much of their character building depends on early choices that they are stuck with for many level and that they need to juggle with too limited resources (bonus action, sometimes ki, sorcery points or spell slots). </p><p>The trick however is not making them more powerful, but just allowing a bit more freedom and the ability to partially undo some "bad" choices from many levels ago.</p><p></p><p>I think a lot could be done with downtime. </p><p>Actually i would have no problem with sorceres learning a new metamagic while training with a different sorcerer, a fighter training with a different one to learn a new fighting style. To make the fighter not overpowered, you can just say that he can't have two of them active at once unless he has learned a second fighting style somehow (multiclass/champion).</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8054914, member: 59057"] No. I think, the sorcerer might have an extra choice of metamagic at some point between level 3 and 10. The warlock likewise should have 1 more invocation at level 3. I like the Idea of having a flurry of blows that is just a free action and allows for an extra attack with any weapon in hand, since often enough you don't know if the extra attack is worth it and the monk is starved for bonus actions at times. And extra attack + dodge seems like a great help in melee before level 5. I also like the error in the german book, where it is stated that any simple weapon (missing the melee tag) is considered a monk weapon. That allows for the use of shuriken with flurry of blows followup. The elemental monk should also have a few more choices for masteries and probably a little cost reduction. Also the stoneskin discipline should be reerrated to the 1st printing level, because at the pont where they get them it is not useful anymore. That said, i still think those 3 classes are ok balance wise, but a little 1 dimensional. My bigger concern is the ranger as a whole, because they are all over the place with their abilities. They are not underpowered in any way, but even the hunter or even the xanathar's guide classes have their problems, because of the bonus action juggling. As much as I think, bonus actions have their place in the rules, they are too much of a hassle if you want to fight with two weapons on a regular base. Also concentration is annoying for rangers if they want to stay in melee. Hunter's mark should never be considered as a go to spell for a melee ranger. Edit: I want to iterated, why I made my former statement. I am not ok with the premise of the thread. It is nit that those classes are underperforming in any way. It is more that too much of their character building depends on early choices that they are stuck with for many level and that they need to juggle with too limited resources (bonus action, sometimes ki, sorcery points or spell slots). The trick however is not making them more powerful, but just allowing a bit more freedom and the ability to partially undo some "bad" choices from many levels ago. I think a lot could be done with downtime. Actually i would have no problem with sorceres learning a new metamagic while training with a different sorcerer, a fighter training with a different one to learn a new fighting style. To make the fighter not overpowered, you can just say that he can't have two of them active at once unless he has learned a second fighting style somehow (multiclass/champion). [/QUOTE]
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