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*Dungeons & Dragons
October 29th Playtest Class Changes
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<blockquote data-quote="ferratus" data-source="post: 6038353" data-attributes="member: 55966"><p>Thread for discussing the meat of this playtest, class changes.</p><p></p><p>Cleric - New Diety types, trickster, protector, lifegiver that give domain spells. Not really an improvement over 3e domains, with less customization. Turn Undead is now something all clerics do, because YOU demanded it. You guys do realize that turn undead/channel divinity class ability was just an extra spell slot with less customization right? No? Well it is.</p><p></p><p>Fighter - Much the same, but can take the sneak attack maneuver. Good move, because now I don't have to take a level of rogue when all I want is flanking advantage. Veteran combat style for you stolid types who won't give in.</p><p></p><p>Rogue - Expertise dice have basically made the rogue the agile fighter. I don't mind that really, as the rake and the acrobat are a core thief archetype. But I want to play a rogue that is effective in combat that isn't an agile fighter. Where is the guy who cheats to win? Sneak attack isn't enough to cover that archetype of scoundrel, and that's the one I want to play.</p><p></p><p>Wizard - Less spells per day than we've seen in a awhile, but you can swap them out for spells you know. I like it, because generally wizards need to be taken down a notch. If a 10th level wizard can only summon up 10 powerful spells a day (and charged wands and scrolls stay gone) then a fighter can bear it out with his hp and keep on coming. 20 spells + 50 in a wand, not so much.</p></blockquote><p></p>
[QUOTE="ferratus, post: 6038353, member: 55966"] Thread for discussing the meat of this playtest, class changes. Cleric - New Diety types, trickster, protector, lifegiver that give domain spells. Not really an improvement over 3e domains, with less customization. Turn Undead is now something all clerics do, because YOU demanded it. You guys do realize that turn undead/channel divinity class ability was just an extra spell slot with less customization right? No? Well it is. Fighter - Much the same, but can take the sneak attack maneuver. Good move, because now I don't have to take a level of rogue when all I want is flanking advantage. Veteran combat style for you stolid types who won't give in. Rogue - Expertise dice have basically made the rogue the agile fighter. I don't mind that really, as the rake and the acrobat are a core thief archetype. But I want to play a rogue that is effective in combat that isn't an agile fighter. Where is the guy who cheats to win? Sneak attack isn't enough to cover that archetype of scoundrel, and that's the one I want to play. Wizard - Less spells per day than we've seen in a awhile, but you can swap them out for spells you know. I like it, because generally wizards need to be taken down a notch. If a 10th level wizard can only summon up 10 powerful spells a day (and charged wands and scrolls stay gone) then a fighter can bear it out with his hp and keep on coming. 20 spells + 50 in a wand, not so much. [/QUOTE]
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October 29th Playtest Class Changes
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