mlund said:
"I've got another weapon in my hand so I get twice as many attacks as you! SLASHSLASHSLASHSLASHSLASH" is a bunch of nonsense from both the simulationist and gamist approaches to D&D.
Well, if your approach is to have fun rather than to subscribe to an -ism, it's a bunch of awesome.
Jeff Carlsen said:
At this point, I'd prefer if proficiencies weren't used as a balancing mechanism and were instead purely a mechanic for reflecting character design. Make it so someone can learn a proficiency through play without having to spend a feat or class feature on it.
Sort of. I think mostly it should be an aesthetic issue, but I think it should still have something to do with your class. A fighter should have better weapons and armor out the gate than a wizard, and stabbing someone with a bastard sword should be better than stabbing them with a dagger or bonking them with a mace. But you can do that with "weapon style proficiencies" pretty well. Wizards get the "staves and knives" weapon style proficiency, clerics get the "hammers and clubs" weapon style proficiency, rogues get "light blades" weapon style proficiency, fighters get..."universal" weapon style proficiency. Or whatever.
ZombieRoboNinja said:
I also agree with ppaladin's assessment of at-will spells and disagree with the reasoning in the Q&A. I don't think it's simplifying anything to go from "cantrips are at-will" to "cantrips are like spells, except some of them are at-will, depending on your tradition/domain, unless you get one of the traditions where they're not." I also don't really buy the explanation that not every specialization should get every spell at-will; in the previous iteration you only got 2-3 cantrips/orisons to begin with, so how is it helping anything to use traditions/domains to restrict what at-will abilities those classes can get? Is it really game-breaking to allow a battlemage to pick Minor Illusion as a cantrip (especially when the illusionist is better at it anyway)?
Personally, I say, burn the idea of 'more frequent' spell use for specialists to the ground. In its ash-pile, make a building out of 'exclusive' spell use for specialists.
Okay, any wizard can generally learn illusion spells and be tricky with them. But
illusionsits get the most powerful and versatile illusion spells as part of their class. Ghost sounds, dancing lights, invisibility, whatever, any mage can learn those.
Minor Illusion is rather exclusive however, and not just anyone can learn it.
That said, anyone might be able to take the
Illusionist specialty which includes all the illusion spells as things you can do once per day. And if an illusionist (class) also takes that specialty, guess they can do it more often, too!
