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October 29th Playtest Class Changes
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<blockquote data-quote="gyor" data-source="post: 6038622" data-attributes="member: 6670153"><p>Wow, this was shockingly disappointing. </p><p></p><p> Still I'll start with things I like, its a smaller list and I like to be positive.</p><p></p><p> The Trickster deity, although heavy armour is wasted as the Trickster Cleric's primary stat should Dex then Wisdom. Yep, I said Wisdom as second at best.</p><p></p><p> Some of the new Cantrips and Orisons, but not the new mechanic for handling them, both should stay at wills. </p><p></p><p> I like the new skill expertise manuever for Rogues.</p><p></p><p> I like the return of whirlwind attack.</p><p></p><p> I like the Wizard traditions.</p><p></p><p> I like the words of power thing for spells.</p><p></p><p> The return of using skills with any ability scores that make sense.</p><p></p><p> Now the dislikes</p><p></p><p> One redunant manuevers, you could spring attack in the previous packet with Jab amoung other things, very few of the new manuevers are any good.</p><p></p><p> Two give the cleric back Channel Divinity, Turn Undead is useless in a large percentage of the games over powered in ones with undead as its now at will. Channel divinity was cool. In,general they need to go back to the previous design for clerics, I can live with fewer spells if Clerics at least got Channel Divinity.</p><p></p><p> Three Making Orisons and Cantrips none at will. I don't like what they did to Orisons, 0 level spells should remain slotless atwills. Also more combat Orisons then Radiant Lance needed, although Cure Minor wounds could work if they got ride of the spell restriction as it has the word of power keyword, so can be combined with a regular attack. </p><p></p><p> They got waaaayyyy to carried away with the nerf stick. </p><p></p><p> Multiple manuever dice need to be gained sooner, even if the dice size is smaller.</p><p></p><p> Spells need more key words badly, trying to figure out the ones with somatic compenants is a royal pain.</p><p></p><p>With the current spell progression a chart is absolutely unneeded. The spells you have is always two except your highest spell level during odd number levels is only 1.</p><p></p><p> Change the Rogue's schemes back to being based a his bonus backguard, I miss the bonus trait, you can still offer manuevers depending on your choice of scheme.</p><p></p><p> More none combat spells need a ritual form and with the reduced spells casters the none healing/permanant creation rituals should be free, but still time consuming like they are now.</p><p></p><p> One build I noticed is the High Elf Jester Arcane Specialist Trickster Cleric. Dex primary, wisdom secondary.</p><p></p><p> This build has as many skills as a none elf rogue (not including specialist). For example Spot, Listen, Escape, Perform, Tumble, Balance, Religious Knoweldge, and Sneak. </p><p></p><p> You can use a d10 long bow, turn invisible once every ten minutes, use finesse weapons.</p><p></p><p> Magically has more diverse magic then the other Archetypes, enjoying some off the wizards spell list.</p><p></p><p> At will Minor illusion from Archetype and At will cantrip in this case Disguise.</p><p></p><p> Quicken Spell works well, fire off flame strike and fire your bow in the same turn or use two weapon fighting.</p><p></p><p> I'd trade the first level feat for another.</p></blockquote><p></p>
[QUOTE="gyor, post: 6038622, member: 6670153"] Wow, this was shockingly disappointing. Still I'll start with things I like, its a smaller list and I like to be positive. The Trickster deity, although heavy armour is wasted as the Trickster Cleric's primary stat should Dex then Wisdom. Yep, I said Wisdom as second at best. Some of the new Cantrips and Orisons, but not the new mechanic for handling them, both should stay at wills. I like the new skill expertise manuever for Rogues. I like the return of whirlwind attack. I like the Wizard traditions. I like the words of power thing for spells. The return of using skills with any ability scores that make sense. Now the dislikes One redunant manuevers, you could spring attack in the previous packet with Jab amoung other things, very few of the new manuevers are any good. Two give the cleric back Channel Divinity, Turn Undead is useless in a large percentage of the games over powered in ones with undead as its now at will. Channel divinity was cool. In,general they need to go back to the previous design for clerics, I can live with fewer spells if Clerics at least got Channel Divinity. Three Making Orisons and Cantrips none at will. I don't like what they did to Orisons, 0 level spells should remain slotless atwills. Also more combat Orisons then Radiant Lance needed, although Cure Minor wounds could work if they got ride of the spell restriction as it has the word of power keyword, so can be combined with a regular attack. They got waaaayyyy to carried away with the nerf stick. Multiple manuever dice need to be gained sooner, even if the dice size is smaller. Spells need more key words badly, trying to figure out the ones with somatic compenants is a royal pain. With the current spell progression a chart is absolutely unneeded. The spells you have is always two except your highest spell level during odd number levels is only 1. Change the Rogue's schemes back to being based a his bonus backguard, I miss the bonus trait, you can still offer manuevers depending on your choice of scheme. More none combat spells need a ritual form and with the reduced spells casters the none healing/permanant creation rituals should be free, but still time consuming like they are now. One build I noticed is the High Elf Jester Arcane Specialist Trickster Cleric. Dex primary, wisdom secondary. This build has as many skills as a none elf rogue (not including specialist). For example Spot, Listen, Escape, Perform, Tumble, Balance, Religious Knoweldge, and Sneak. You can use a d10 long bow, turn invisible once every ten minutes, use finesse weapons. Magically has more diverse magic then the other Archetypes, enjoying some off the wizards spell list. At will Minor illusion from Archetype and At will cantrip in this case Disguise. Quicken Spell works well, fire off flame strike and fire your bow in the same turn or use two weapon fighting. I'd trade the first level feat for another. [/QUOTE]
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