D&D 5E New survey is up, asks about the kits and about who you are


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The previous survey results seem to reflect what I saw in threads here. New and interesting subclasses are generally popular, whereas opinions on Prestige Classes are mixed. Actually, they were more mixed than I expected.

Something I've noticed is that they seem very reluctant to create new feats. I'm not sure they've released a single feat among the Elemental Evil PDF, Sword Coast Adventurer's Guide, or Unearthed Arcana. Can someone correct me if I'm wrong?
 


Something I've noticed is that they seem very reluctant to create new feats. I'm not sure they've released a single feat among the Elemental Evil PDF, Sword Coast Adventurer's Guide, or Unearthed Arcana. Can someone correct me if I'm wrong?

Svirfneblin Magic racial feat for Deep Gnomes is the only one I can think of.
 

The previous survey results seem to reflect what I saw in threads here. New and interesting subclasses are generally popular, whereas opinions on Prestige Classes are mixed. Actually, they were more mixed than I expected.

Something I've noticed is that they seem very reluctant to create new feats. I'm not sure they've released a single feat among the Elemental Evil PDF, Sword Coast Adventurer's Guide, or Unearthed Arcana. Can someone correct me if I'm wrong?

The only one I can think of is the racial feat for deep gnomes as well (EE Pg 7). I don't think they've done any others.
 

I gave high praise to the two fighter subclasses. Mixed notes on bard ones. Swords has too many competing bonus action elements and is fixed into a two-weapon fighting style as a full caster, thus almost requiring the warcaster feat. Satire's 3rd level feature seems a bit too potent and it's 14th level feature opens up its unique uses for inspiration dice far too late in the level progression (unlike college of swords).
 

I was mildly positive overall but the Jester was just dreadful:

Tumbling fool is far too powerful.
Fool's insight is horrid - there's a penalty even if the attempt fails.
Fool's luck is too complex. Just apply Disadvantage and be done.
 

Let's see... I was very positive about the introduction of kits. It seems like a natural way to introduce new mechanical character concepts. I see it as especially useful for bringing in new character-types from different campaign worlds, as you don't have to constantly keep adding new classes. (For example: a Dark Sun Gladiator kit for the fighter class.)

As for specifics on the test kits...

High marks for College of Swords. Trick Shooter's Flourish probably needs reworking - as it stands, I'd rarely use it instead of another, competing bonus action. It could either be changed to a non-bonus action, or changed so that it gives a bonus attack.

Low marks for College of Satire (including that name... boo). Where to start? Bonus proficiencies are too "thiefy." Why would tumbling help you climb? Fool's Insight would drive DMs absolutely INSANE. Fool's Luck... that's pretty cool, though. Maybe needs a bit of tweaking? I agree w. ChrisCarlson that it should be available at a lower level.

High marks for Cavalier. Minor quibble: I don't think a proficiency in performance fits with this kit. Everything else is very solid. Maybe add an ability that let's the Cavalier gain benefits from building trust with their mount over time?

Low marks for Scout. Nothing here is bad, it's just all so... boring. Super boring.
 



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