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"Fixing" 5e's Least Well Performing Classes
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<blockquote data-quote="ZeshinX" data-source="post: 8055305" data-attributes="member: 6793656"><p>There's plenty of things I'd change throughout all the classes, like the Wizard schools' eye-rollingly stupid "you get your ink and quills for half-price to write in your spellbook, and you can cram like a university student". Honestly, for a class devoted to magic...and they waste space on that as a bloody class ability?? Flavourful, sure....but yeesh.</p><p></p><p>The only class that needs serious attention is the Ranger. The UA revisions have been welcome, but they've all still missed a big point....it's too reliant on spellcasting (so is the Paladin, but to a significantly lesser degree). It's a warrior class, first and foremost, since 1e. Spellcasting should be a tool, not a necessity (and frankly should be shunted to a subclass, not part of the base). Their terrain mastery should apply to ALL terrains but require a day or two to attune to and offer benefits both in and out of combat (with some parts always "on"). If spellcasting is deemed essential to have as core, then their spells should focus on terrain and/or battlefield manipulation and not directly on combat skills (so spells like Entangle, Fog Cloud and other such terrain/weather manipulations). Their combat potential should be managed as it should be for any martial combatant...by mundane (i.e. non-magical) means. Techniques/fighting styles that offer means to harry and harass as well as damage. A sort of amalgam of Battle Master maneuvers and a Rogue's sneak attack...techniques that require specific conditions to be met to achieve certain outcomes (be it increased damage, hampering movement, causing enemy temporary loss of reactions/bonus actions, etc)...essentially take Fighting Style and Favoured Enemy and combine them into something unique to the Ranger, applicable to any opponent. It gives the Ranger something unique to the class, fits the theme, and is not by default subject to DM Design Whim.</p></blockquote><p></p>
[QUOTE="ZeshinX, post: 8055305, member: 6793656"] There's plenty of things I'd change throughout all the classes, like the Wizard schools' eye-rollingly stupid "you get your ink and quills for half-price to write in your spellbook, and you can cram like a university student". Honestly, for a class devoted to magic...and they waste space on that as a bloody class ability?? Flavourful, sure....but yeesh. The only class that needs serious attention is the Ranger. The UA revisions have been welcome, but they've all still missed a big point....it's too reliant on spellcasting (so is the Paladin, but to a significantly lesser degree). It's a warrior class, first and foremost, since 1e. Spellcasting should be a tool, not a necessity (and frankly should be shunted to a subclass, not part of the base). Their terrain mastery should apply to ALL terrains but require a day or two to attune to and offer benefits both in and out of combat (with some parts always "on"). If spellcasting is deemed essential to have as core, then their spells should focus on terrain and/or battlefield manipulation and not directly on combat skills (so spells like Entangle, Fog Cloud and other such terrain/weather manipulations). Their combat potential should be managed as it should be for any martial combatant...by mundane (i.e. non-magical) means. Techniques/fighting styles that offer means to harry and harass as well as damage. A sort of amalgam of Battle Master maneuvers and a Rogue's sneak attack...techniques that require specific conditions to be met to achieve certain outcomes (be it increased damage, hampering movement, causing enemy temporary loss of reactions/bonus actions, etc)...essentially take Fighting Style and Favoured Enemy and combine them into something unique to the Ranger, applicable to any opponent. It gives the Ranger something unique to the class, fits the theme, and is not by default subject to DM Design Whim. [/QUOTE]
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