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New One D&D Playtest Includes 5 Classes & New Weapon Mastery System
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<blockquote data-quote="Telgar" data-source="post: 9013055" data-attributes="member: 6786301"><p>Some personal feedback on this playtest doc#5:</p><p></p><p><strong>General</strong>:</p><ul> <li data-xf-list-type="ul">A bit surprised/puzzled by 'class features' being 'spells', now. I certainly hope they are located next to the class rather than among the spell list. It makes the playtest document difficult to read. Let's hope the PHB won't make the same mistake.</li> <li data-xf-list-type="ul">Not sure why we are back to previous exhaustion system which is very much more detrimental to martial classes than to spellcasters</li> </ul><p><strong>Weapon mastery</strong>:</p><ul> <li data-xf-list-type="ul">OK. Good idea for boosting martial classes incl providing tactical options. Very flavorful, too.</li> <li data-xf-list-type="ul">However, the system should not slow down the combat pace. For instance adding saving throws will have a detrimental effect on the duration of the combat turn</li> <li data-xf-list-type="ul">On the other hand, some effects might be too powerful if automatic... for the playtest to say I guess</li> <li data-xf-list-type="ul">Doesn't this system reduce the interest of the battle master maneuvers ?</li> </ul><p><strong>Fighter</strong>:</p><ul> <li data-xf-list-type="ul">Weapon mastery at level 1: doesn't this encourage 1-lvl dip ? If so, isn't it in contradiction with the aim of providing martial class with a specific boost ? This feels like too much front-loaded to me</li> <li data-xf-list-type="ul">3-4-5 weapon masteries: not sure there is a huge advantage in having so much masteries (esp considering you can change after a long rest) ; however it could be interesting if masteries were linked to properties rather than weapons (just a thought)</li> <li data-xf-list-type="ul">Second wind to be usable several time in a single combat or several times if no long rest possible : seems like a good idea ; why is the Action Surge following a different design ?</li> <li data-xf-list-type="ul">Weapon expert & adept (strange having 'adept' as the ultimate mastery): this should makes the single class fighter shines !</li> <li data-xf-list-type="ul">Indomitable : great boost to the feature</li> <li data-xf-list-type="ul">Unconquerable : and now you feel invincible ! Very good 17th level feature</li> <li data-xf-list-type="ul">4 attacks per round is the ultimate 18th level feature - seems appropriate</li> <li data-xf-list-type="ul">New champion subclass seems more interesting than the previous one</li> </ul><p><strong>Barbarian</strong>:</p><ul> <li data-xf-list-type="ul">Weapon mastery at level 1: same comment than above</li> <li data-xf-list-type="ul">Rage damage (unchanged) continue to seem weak</li> <li data-xf-list-type="ul">OK for extending Rage voluntarily (Bonus action) but why removing automatic extension when receiving damages ?</li> <li data-xf-list-type="ul">Primal Knowledge : love that you can funnel your rage to specific actions like Intimidation or physical prowesses</li> <li data-xf-list-type="ul">Brutal critical : much better than +1d</li> <li data-xf-list-type="ul">Berserker subclass : much better without the exhaustion</li> </ul><p><strong>Sorcerer</strong>:</p><ul> <li data-xf-list-type="ul">I love the specific spells (Sorcerous Burst, Sorcerous Vitality, Arcane Eruption, Sorcery Incarnate) that gives a very specific flavor to the Sorcerer</li> <li data-xf-list-type="ul">Metamagic options seems improved ; Careful Spell could depreciate the value of Invoker Sculpt Spell feature</li> <li data-xf-list-type="ul">Draconic Sorcery : let the Sorcerer fly at will at level 14</li> </ul><p><strong>Warlock</strong>:</p><ul> <li data-xf-list-type="ul">love the Pact of the Blade at level 1</li> <li data-xf-list-type="ul">Spellcasting change (1/2 caster) is "why not" ; I understand the reasoning and indeed the Warlock loose the unique feature of gaining back its spell slots on a short rest but I also believe that lack of slots (and hoading) led to a poor variety of use of these slots</li> <li data-xf-list-type="ul">Contact Patron: welcome addition</li> <li data-xf-list-type="ul">Hex Master: OK with 4 spell slots but is it so useful when you've got 14 spell slots ? I would expect a more iconic ultimate feature.</li> <li data-xf-list-type="ul">3 Invocations 'absorbed' as part of the Pact Boon 5th level improvement : nice</li> <li data-xf-list-type="ul">Lifedrinker lives up to its name !</li> <li data-xf-list-type="ul">Fiend Patron: free casting is nice (do we need so much spell slots after all ?) ; nice that you don't need to drop down an enemy yourself for Dark One's Blessing however the 5 feet range makes the feature really for the Pact of the Blade only</li> </ul><p><strong>Wizard</strong>:</p><ul> <li data-xf-list-type="ul">love the new theme around spell manipulation ; regarding modify spell: I view this as a personal optimization of the spell ; maybe having several modification on a single spell with no spell level change is too much ; "Targets" depreciate the Invoker Sculpt Spell ability ; Create Spell might be limited by time constraint (such as 1-month of previous study per spell level) to prevent abuse</li> <li data-xf-list-type="ul">Academic: good addition</li> <li data-xf-list-type="ul">Evoker subclass: OK with all changes</li> </ul></blockquote><p></p>
[QUOTE="Telgar, post: 9013055, member: 6786301"] Some personal feedback on this playtest doc#5: [B]General[/B]: [LIST] [*]A bit surprised/puzzled by 'class features' being 'spells', now. I certainly hope they are located next to the class rather than among the spell list. It makes the playtest document difficult to read. Let's hope the PHB won't make the same mistake. [*]Not sure why we are back to previous exhaustion system which is very much more detrimental to martial classes than to spellcasters [/LIST] [B]Weapon mastery[/B]: [LIST] [*]OK. Good idea for boosting martial classes incl providing tactical options. Very flavorful, too. [*]However, the system should not slow down the combat pace. For instance adding saving throws will have a detrimental effect on the duration of the combat turn [*]On the other hand, some effects might be too powerful if automatic... for the playtest to say I guess [*]Doesn't this system reduce the interest of the battle master maneuvers ? [/LIST] [B]Fighter[/B]: [LIST] [*]Weapon mastery at level 1: doesn't this encourage 1-lvl dip ? If so, isn't it in contradiction with the aim of providing martial class with a specific boost ? This feels like too much front-loaded to me [*]3-4-5 weapon masteries: not sure there is a huge advantage in having so much masteries (esp considering you can change after a long rest) ; however it could be interesting if masteries were linked to properties rather than weapons (just a thought) [*]Second wind to be usable several time in a single combat or several times if no long rest possible : seems like a good idea ; why is the Action Surge following a different design ? [*]Weapon expert & adept (strange having 'adept' as the ultimate mastery): this should makes the single class fighter shines ! [*]Indomitable : great boost to the feature [*]Unconquerable : and now you feel invincible ! Very good 17th level feature [*]4 attacks per round is the ultimate 18th level feature - seems appropriate [*]New champion subclass seems more interesting than the previous one [/LIST] [B]Barbarian[/B]: [LIST] [*]Weapon mastery at level 1: same comment than above [*]Rage damage (unchanged) continue to seem weak [*]OK for extending Rage voluntarily (Bonus action) but why removing automatic extension when receiving damages ? [*]Primal Knowledge : love that you can funnel your rage to specific actions like Intimidation or physical prowesses [*]Brutal critical : much better than +1d [*]Berserker subclass : much better without the exhaustion [/LIST] [B]Sorcerer[/B]: [LIST] [*]I love the specific spells (Sorcerous Burst, Sorcerous Vitality, Arcane Eruption, Sorcery Incarnate) that gives a very specific flavor to the Sorcerer [*]Metamagic options seems improved ; Careful Spell could depreciate the value of Invoker Sculpt Spell feature [*]Draconic Sorcery : let the Sorcerer fly at will at level 14 [/LIST] [B]Warlock[/B]: [LIST] [*]love the Pact of the Blade at level 1 [*]Spellcasting change (1/2 caster) is "why not" ; I understand the reasoning and indeed the Warlock loose the unique feature of gaining back its spell slots on a short rest but I also believe that lack of slots (and hoading) led to a poor variety of use of these slots [*]Contact Patron: welcome addition [*]Hex Master: OK with 4 spell slots but is it so useful when you've got 14 spell slots ? I would expect a more iconic ultimate feature. [*]3 Invocations 'absorbed' as part of the Pact Boon 5th level improvement : nice [*]Lifedrinker lives up to its name ! [*]Fiend Patron: free casting is nice (do we need so much spell slots after all ?) ; nice that you don't need to drop down an enemy yourself for Dark One's Blessing however the 5 feet range makes the feature really for the Pact of the Blade only [/LIST] [B]Wizard[/B]: [LIST] [*]love the new theme around spell manipulation ; regarding modify spell: I view this as a personal optimization of the spell ; maybe having several modification on a single spell with no spell level change is too much ; "Targets" depreciate the Invoker Sculpt Spell ability ; Create Spell might be limited by time constraint (such as 1-month of previous study per spell level) to prevent abuse [*]Academic: good addition [*]Evoker subclass: OK with all changes [/LIST] [/QUOTE]
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