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October 29th Playtest Class Changes
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<blockquote data-quote="Teataine" data-source="post: 6038700" data-attributes="member: 6678036"><p>Ugh, I was a big fan of Next up to this packet and was looking forward to seeing more levels.</p><p></p><p>I'm massively disappointed. They removed basically all the possibilities for fun combos with Specialties and Expertise dice. Why is Jab gone? Why can't I make an Archer cleric anymore? </p><p></p><p>Two-weapon fighting was fun before. No penalties, a little less damage but a valid tactic with AC bonuses, and more attacks which was effective against high AC foes or if you had a rider on your attack (like poison or whatever). </p><p>Now you take Disadvantage on <em>both</em> attacks and <em>don't</em> add your Strength modifier to damage? Why would I ever want to do that? Would you rather have a decent chance to deal 1d8+3 damage or a terrible chance to deal 1d8+1d4 damage?</p><p></p><p>The new combat actions are blah. You can push an enemy 5 feet back. Yeah, great, too bad I can't really use Expertise dice to combo that with extra damage or whatever.</p><p></p><p>Why are Deities/Domains lessened in impact. I thought the whole idea was to make the Cleric feel very different based on who they worship. I loved that the Deity determined your weapon proficiencies for example. They don't do that anymore, for no apparent reason.</p><p></p><p>Basically, everything is much more locked down, much more boring, more penalizing, more dull, more clinical.</p><p></p><p>And then there are skills. We're back to Use Rope and Listen as skills? I thought everyone agreed those were terrible ideas.</p><p></p><p>And monsters...unlike many people here, I was fine with the very simple monsters. Now they've made them slightly more complex, given them more abilities, which is fine, too, but they somehow made them more boring as well. The implied tactic for most monsters (based on their special traits and abilities) is to simply gang on the PCs in twos or threes.</p></blockquote><p></p>
[QUOTE="Teataine, post: 6038700, member: 6678036"] Ugh, I was a big fan of Next up to this packet and was looking forward to seeing more levels. I'm massively disappointed. They removed basically all the possibilities for fun combos with Specialties and Expertise dice. Why is Jab gone? Why can't I make an Archer cleric anymore? Two-weapon fighting was fun before. No penalties, a little less damage but a valid tactic with AC bonuses, and more attacks which was effective against high AC foes or if you had a rider on your attack (like poison or whatever). Now you take Disadvantage on [I]both[/I] attacks and [I]don't[/I] add your Strength modifier to damage? Why would I ever want to do that? Would you rather have a decent chance to deal 1d8+3 damage or a terrible chance to deal 1d8+1d4 damage? The new combat actions are blah. You can push an enemy 5 feet back. Yeah, great, too bad I can't really use Expertise dice to combo that with extra damage or whatever. Why are Deities/Domains lessened in impact. I thought the whole idea was to make the Cleric feel very different based on who they worship. I loved that the Deity determined your weapon proficiencies for example. They don't do that anymore, for no apparent reason. Basically, everything is much more locked down, much more boring, more penalizing, more dull, more clinical. And then there are skills. We're back to Use Rope and Listen as skills? I thought everyone agreed those were terrible ideas. And monsters...unlike many people here, I was fine with the very simple monsters. Now they've made them slightly more complex, given them more abilities, which is fine, too, but they somehow made them more boring as well. The implied tactic for most monsters (based on their special traits and abilities) is to simply gang on the PCs in twos or threes. [/QUOTE]
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