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<blockquote data-quote="Stalker0" data-source="post: 7299693" data-attributes="member: 5889"><p>Failed death saving throws don’t reset until you take a short rest. - makes it a little less whack a mole.</p><p></p><p>All raise dead type spell requires “the power of plot”. Aka it’s a lot more involved than just casting a spell. - I like death to be permanent in my games unless the return is awesome and epic.</p><p></p><p>Sorcerers get access to all wizard spells, unless there is an abuse with metamagic I can spot. All metamagic can stack with itself. - sorcs felt needlessly restricted to me.</p><p></p><p>Wild sorc table, remove the fireball yourself effect. - I don’t mind most of the craziness of a wild sorc, but I am not ok with them blowing away party members on a bad roll. Further, there is a decent chance that at some point most low level wild sorcs fireball themselves to death...which is a bit too much for my taste.</p><p></p><p>Monks gain +1 ki. I thought monks were a tiny bit weak, and this helped make them more competitive.</p><p></p><p>Many defensive concentration spells gain the “reliable” keyword. You auto pass a concentration check for taking damage with those spells. - I like the balancing of concentration but didn’t like that melee characters with buff had a good chance to lose them (also the fact that they had to make a lot of coentrafion checks).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7299693, member: 5889"] Failed death saving throws don’t reset until you take a short rest. - makes it a little less whack a mole. All raise dead type spell requires “the power of plot”. Aka it’s a lot more involved than just casting a spell. - I like death to be permanent in my games unless the return is awesome and epic. Sorcerers get access to all wizard spells, unless there is an abuse with metamagic I can spot. All metamagic can stack with itself. - sorcs felt needlessly restricted to me. Wild sorc table, remove the fireball yourself effect. - I don’t mind most of the craziness of a wild sorc, but I am not ok with them blowing away party members on a bad roll. Further, there is a decent chance that at some point most low level wild sorcs fireball themselves to death...which is a bit too much for my taste. Monks gain +1 ki. I thought monks were a tiny bit weak, and this helped make them more competitive. Many defensive concentration spells gain the “reliable” keyword. You auto pass a concentration check for taking damage with those spells. - I like the balancing of concentration but didn’t like that melee characters with buff had a good chance to lose them (also the fact that they had to make a lot of coentrafion checks). [/QUOTE]
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