Klaus
First Post
I like this packet a lot.
The Fighter's Expertise Dice (and the ability to regain them during a fight) are a nice way of giving combat a rhythm beyond "attack!attack!attack!attack!". The fighter starts with 2d6, meaning that in a five-round fight he can attack normally once, do special stunts twice, spend a round moving, and do a special stunt again. And with the increase in number, the need for a breather gets smaller and smaller, to the point where the Fighter will be able to do his stunts without a problem.
The Druid is shaping up well, but it could use some variety in the shape list, and possibly the ability to build a themed shape druid (all felines, or all insects/arachnids, etc).
Making the Warden a subclass of Paladin was a stroke of genius. There was talk in these boards of making it a barbarian build, but it works much better as a "druidic knight". The mount does come in a little late, though.
The Ranger really feels like a great "hunter" class, avoiding surprise and finding invisible foes with ease. They seem effective in combat without stealing the Fighter's "best with a bow/two-weapons" thunder.
Glad to see Arcane Recovery returning (in an earlier packet it was Signature Spell).
Three things I don't quite like:
- Long swords, possibly the most iconic weapon in fantasy, is a second-tier weapon. I'd like to see it merged with the Bastard Sword.
- The armor list is still a bit wonky. Even if your Dex modifier is +3 or +4, there's no reason to use Light armor instead of Medium armor, which is very counter-intuitive.
- I quite liked skills as applying to several ability checks. In earlier packets, a character skilled in Ride could use it with Dexterity to guide his mount in combat, with Charisma to calm a panicked mount, with Constitution to endure a cross-country trek and with Wisdom to care for a wounded mount. Now the skills are tied to specific tasks, which seems more limiting.
The Fighter's Expertise Dice (and the ability to regain them during a fight) are a nice way of giving combat a rhythm beyond "attack!attack!attack!attack!". The fighter starts with 2d6, meaning that in a five-round fight he can attack normally once, do special stunts twice, spend a round moving, and do a special stunt again. And with the increase in number, the need for a breather gets smaller and smaller, to the point where the Fighter will be able to do his stunts without a problem.
The Druid is shaping up well, but it could use some variety in the shape list, and possibly the ability to build a themed shape druid (all felines, or all insects/arachnids, etc).
Making the Warden a subclass of Paladin was a stroke of genius. There was talk in these boards of making it a barbarian build, but it works much better as a "druidic knight". The mount does come in a little late, though.
The Ranger really feels like a great "hunter" class, avoiding surprise and finding invisible foes with ease. They seem effective in combat without stealing the Fighter's "best with a bow/two-weapons" thunder.
Glad to see Arcane Recovery returning (in an earlier packet it was Signature Spell).
Three things I don't quite like:
- Long swords, possibly the most iconic weapon in fantasy, is a second-tier weapon. I'd like to see it merged with the Bastard Sword.
- The armor list is still a bit wonky. Even if your Dex modifier is +3 or +4, there's no reason to use Light armor instead of Medium armor, which is very counter-intuitive.
- I quite liked skills as applying to several ability checks. In earlier packets, a character skilled in Ride could use it with Dexterity to guide his mount in combat, with Charisma to calm a panicked mount, with Constitution to endure a cross-country trek and with Wisdom to care for a wounded mount. Now the skills are tied to specific tasks, which seems more limiting.