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New One D&D Playtest Shows Us The New Druid & Paladin
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<blockquote data-quote="THEMNGMNT" data-source="post: 8947563" data-attributes="member: 6809274"><p>Overall I like what I'm seeing. Some really good quality of life improvements. This packet is probably my favorite so far.</p><p></p><p>The paladin is just about perfect. The ability to use Divine Smite with unarmed strikes is awesome. Now I really want to play a paladin brawler in heavy armor. I wish all the smite level up features also worked on unarmed strikes. Does that step on the toes of the monk? Yup. But I don't care. Monk was never likely to have a strength based armored subclass. Lay on Hands is feeling kinda weird to me. Like, if the Paladin can also cast healing spells, why does it need Lay on Hands? I mean, it's almost as weird as having both Divine Smite and smite spells. Starting to think that Lay on Hands (and it's level ups) should just be given to clerics as their default healing ability.</p><p></p><p>Druid looks really nice. As Todd indicated in the video, these mechanics are easily reskinned into any type of shapeshifter. The fact that at first level druids can become large creatures is fantastic. Not fantastic is being unable to turn into a mouse until high levels. Just doesn't fit the fiction. I think the designers are focused too much on the wrong aspects of Wild Shape. As others have mentioned, let's expand this feature into burrow speeds, monster features like Pack Tactics, and the ability to become Huge or turn into a swarm. Finally, I continue to be frustrated by the thematic problems with WotC's subclass design. Beast powers and elemental powers are not part of the same subclass. An elementally themed subclass for druids would be killer. And long overdue! Give those guys the ability to transform into elementals. The moon druid needs powers that let them hit harder -- players who take this subclass obviously want to wreck face in melee. Let them do that!</p><p></p><p>Controversial take: The druid should become a half-caster!</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 8947563, member: 6809274"] Overall I like what I'm seeing. Some really good quality of life improvements. This packet is probably my favorite so far. The paladin is just about perfect. The ability to use Divine Smite with unarmed strikes is awesome. Now I really want to play a paladin brawler in heavy armor. I wish all the smite level up features also worked on unarmed strikes. Does that step on the toes of the monk? Yup. But I don't care. Monk was never likely to have a strength based armored subclass. Lay on Hands is feeling kinda weird to me. Like, if the Paladin can also cast healing spells, why does it need Lay on Hands? I mean, it's almost as weird as having both Divine Smite and smite spells. Starting to think that Lay on Hands (and it's level ups) should just be given to clerics as their default healing ability. Druid looks really nice. As Todd indicated in the video, these mechanics are easily reskinned into any type of shapeshifter. The fact that at first level druids can become large creatures is fantastic. Not fantastic is being unable to turn into a mouse until high levels. Just doesn't fit the fiction. I think the designers are focused too much on the wrong aspects of Wild Shape. As others have mentioned, let's expand this feature into burrow speeds, monster features like Pack Tactics, and the ability to become Huge or turn into a swarm. Finally, I continue to be frustrated by the thematic problems with WotC's subclass design. Beast powers and elemental powers are not part of the same subclass. An elementally themed subclass for druids would be killer. And long overdue! Give those guys the ability to transform into elementals. The moon druid needs powers that let them hit harder -- players who take this subclass obviously want to wreck face in melee. Let them do that! Controversial take: The druid should become a half-caster! [/QUOTE]
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