Deadly Strike on Cleric - comment it
-I'm kinda not into Deadly Strike being shared by all classes. I guess cleric's can use them, but I don't know about a Lifegiver using it when it's built around support.
Fighter:
I like the way the new fighter is designed. You can actually build your ideal fighter (archer, great weapon, shield, warlord, etc) with the new way of getting expertise through Death Dealer, SUperior Defense, Unerring attack, and Unstoppable. Plus with all four expertise covering damage, AC, attack roll, and saving throws; fighters always have a good option for the 4 important stats whether the fighter is built as an archer, duelist, or a knight.
Monk:
Monk Grasp of Stone - WHY does the grappled creature has advantage on all its melee attacks agains the monk? Can someone explain the logic behind an enemy trapped in a stone-ish prison?
Monk Ki Abilties - all of its attacks are triggered with Unarmed Attacks. What about those monks who want to weild nanchakus, bo staffs, sianghams? Why can't they trigger the Ki Abilities? So what's the use of Weapon Proficiency then? Wotc? Explain.
Paladin:
Divine Sense - is actually nice. a solid ability.
Channel Divinity - is a fine way of making your abilties flexible. although for it's meh. but i can understand because it is rather awkward for a Blackguard to have Lay On Hands too.
Nature's Wrath - is pretty powerful. I don't why other paladins will take Divine Smite when Nature's Wrath is a stronger option
Oaths - are solid in its current state. But we would also love to see an Oath of the Liberator (chaotic good), and other alignment options. Since it is more fun to have them.
Aura of Protection - why does an AURA need a 'reaction' to be triggered? Isn't aura a passive thing where you just stand in it and benefit from it? As we can further read, Aura of Courage doesn't need actions to be triggered. needs rethinking.
Mount - is good. I like it.
Final NOtes: since the paladin has spellcasting in 3.5, and since DnDNext is meant to please both crowds from 3.5 and 4e, it's okay for me. But it would be very nice to see the 4e version of the paladin. The Non-Spellcasting one, where all of its powers are more of might and supernatural powers compared to the spellcasting of the clerics.
Ranger:
I have nothing against the ranger.
Although it would be lovely to see the 4e version of it. Non-spellcasting.
Rogue:
Sneak Attack - So all rogues now have Sneak Attack? What happend to the rogue that is more skilled in dodging, or how about the new Assassinate? WHere is that?
Also Sneak Attacks have a very funny and awkward way of delivering it. Why disadvantage?
Distract - is good ability
Background and SKills:
Search - why is it Int based? Just why?
Where is Use Rope? And what is its substitute?
Where is Sleight of Hand?
Where is Open lock?
Where is Disarm Device?
DM GUidlines:
Exploration rules are solid and great to have.
Equipment:
Why is a Katana two-handed?
Two Weapon Fighting is actually fair.
Feats:
Hafted Weapon - the bonus is almost useless. Why would we waste a feat so that we can use the butt-end of a polearm for 1d4 bludgeon damage? WHy not give a +1 to AC as well?
Pick Pockets - why is Sleight of Hand converted to a feat?
Open Lock/Disarm Trap - why converted to a feat?
Read Lips - isn't this suppose to be part of a skill or something? It's such a small bonus for a feat.
Spells:
Druidcraft - what is it? and where is it?
-I'm kinda not into Deadly Strike being shared by all classes. I guess cleric's can use them, but I don't know about a Lifegiver using it when it's built around support.
Fighter:
I like the way the new fighter is designed. You can actually build your ideal fighter (archer, great weapon, shield, warlord, etc) with the new way of getting expertise through Death Dealer, SUperior Defense, Unerring attack, and Unstoppable. Plus with all four expertise covering damage, AC, attack roll, and saving throws; fighters always have a good option for the 4 important stats whether the fighter is built as an archer, duelist, or a knight.
Monk:
Monk Grasp of Stone - WHY does the grappled creature has advantage on all its melee attacks agains the monk? Can someone explain the logic behind an enemy trapped in a stone-ish prison?
Monk Ki Abilties - all of its attacks are triggered with Unarmed Attacks. What about those monks who want to weild nanchakus, bo staffs, sianghams? Why can't they trigger the Ki Abilities? So what's the use of Weapon Proficiency then? Wotc? Explain.
Paladin:
Divine Sense - is actually nice. a solid ability.
Channel Divinity - is a fine way of making your abilties flexible. although for it's meh. but i can understand because it is rather awkward for a Blackguard to have Lay On Hands too.
Nature's Wrath - is pretty powerful. I don't why other paladins will take Divine Smite when Nature's Wrath is a stronger option
Oaths - are solid in its current state. But we would also love to see an Oath of the Liberator (chaotic good), and other alignment options. Since it is more fun to have them.
Aura of Protection - why does an AURA need a 'reaction' to be triggered? Isn't aura a passive thing where you just stand in it and benefit from it? As we can further read, Aura of Courage doesn't need actions to be triggered. needs rethinking.
Mount - is good. I like it.
Final NOtes: since the paladin has spellcasting in 3.5, and since DnDNext is meant to please both crowds from 3.5 and 4e, it's okay for me. But it would be very nice to see the 4e version of the paladin. The Non-Spellcasting one, where all of its powers are more of might and supernatural powers compared to the spellcasting of the clerics.
Ranger:
I have nothing against the ranger.
Although it would be lovely to see the 4e version of it. Non-spellcasting.
Rogue:
Sneak Attack - So all rogues now have Sneak Attack? What happend to the rogue that is more skilled in dodging, or how about the new Assassinate? WHere is that?
Also Sneak Attacks have a very funny and awkward way of delivering it. Why disadvantage?
Distract - is good ability
Background and SKills:
Search - why is it Int based? Just why?
Where is Use Rope? And what is its substitute?
Where is Sleight of Hand?
Where is Open lock?
Where is Disarm Device?
DM GUidlines:
Exploration rules are solid and great to have.
Equipment:
Why is a Katana two-handed?
Two Weapon Fighting is actually fair.
Feats:
Hafted Weapon - the bonus is almost useless. Why would we waste a feat so that we can use the butt-end of a polearm for 1d4 bludgeon damage? WHy not give a +1 to AC as well?
Pick Pockets - why is Sleight of Hand converted to a feat?
Open Lock/Disarm Trap - why converted to a feat?
Read Lips - isn't this suppose to be part of a skill or something? It's such a small bonus for a feat.
Spells:
Druidcraft - what is it? and where is it?