Falling Icicle
Adventurer
I'm trying to be as optimistic as I can be, but I just keep finding things in this packet that really bug me.
* You have to have a feat to pick pockets, open locks, or track. Likewise, disarm and push, which used to be actions anyone could attempt, now require feats.
* The new two-weapon fighting rules force you to use two light weapons. Even taking a feat only lets you use one non-light weapon. So, my character can never, ever use two longswords. This is just ludicrous. Can we have the attack roll penalties from 3.x back instead, please? I'd far rather have a penalty than just be told NO.
* While they did change a few spells, most of those with the most glaring errors and need for clarification remain unchanged. For example, Meteor Swarm still doesn't say that you can't stack the damage from the four meteors, so technically, it can do 48d6 damage as written. Come on guys, you've known about these issues for months.
And spellcasters still don't add their magic ability modifier to spell damage, which is particularly important for cantrips. Why use Shillelagh when you could just hit them with the staff as a normal attack and do even more damage (at least at level 1)? And I was so excited to see fire seeds as a druid cantrip, only to look it up and see it that it does 2, that's right, TWO damage! I can't imagine a weaker or more pointless spell.
* I was so happy to hear that MDD were being removed, but they've just been replaced by something just as bad, +[W] damage. And they say damage is going down this packet? Maybe the loss of the martial damage bonus may seem that way, but when a character with a 2h weapon is adding +4d12 damage to his attacks, it's still insane.
* Cantrips still end up out-damaging 1st and 2nd level spells. So while spells like charm person remain just as powerful at 20th level as at 1st, still using a 1st level spell slot, things like magic missile and burning hands suck unless you cast them as higher level spells.
* Stout halflings are resistant to poison. Where did that idea come from?
* Wizards still can't cast rituals out of their spellbook, unless they're academic wizards. It's like all of the feedback I gave was just ignored.
* You have to have a feat to pick pockets, open locks, or track. Likewise, disarm and push, which used to be actions anyone could attempt, now require feats.
* The new two-weapon fighting rules force you to use two light weapons. Even taking a feat only lets you use one non-light weapon. So, my character can never, ever use two longswords. This is just ludicrous. Can we have the attack roll penalties from 3.x back instead, please? I'd far rather have a penalty than just be told NO.
* While they did change a few spells, most of those with the most glaring errors and need for clarification remain unchanged. For example, Meteor Swarm still doesn't say that you can't stack the damage from the four meteors, so technically, it can do 48d6 damage as written. Come on guys, you've known about these issues for months.
And spellcasters still don't add their magic ability modifier to spell damage, which is particularly important for cantrips. Why use Shillelagh when you could just hit them with the staff as a normal attack and do even more damage (at least at level 1)? And I was so excited to see fire seeds as a druid cantrip, only to look it up and see it that it does 2, that's right, TWO damage! I can't imagine a weaker or more pointless spell.
* I was so happy to hear that MDD were being removed, but they've just been replaced by something just as bad, +[W] damage. And they say damage is going down this packet? Maybe the loss of the martial damage bonus may seem that way, but when a character with a 2h weapon is adding +4d12 damage to his attacks, it's still insane.
* Cantrips still end up out-damaging 1st and 2nd level spells. So while spells like charm person remain just as powerful at 20th level as at 1st, still using a 1st level spell slot, things like magic missile and burning hands suck unless you cast them as higher level spells.
* Stout halflings are resistant to poison. Where did that idea come from?
* Wizards still can't cast rituals out of their spellbook, unless they're academic wizards. It's like all of the feedback I gave was just ignored.