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*Dungeons & Dragons
October 29th Playtest Class Changes
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<blockquote data-quote="Kobold Avenger" data-source="post: 6038794" data-attributes="member: 779"><p>My comments:</p><p></p><p><strong>Rogue</strong></p><p>Needs more differentiation from the Fighter, though them getting manoeuvres and combat expertise is a good start, they now seem too much like a weaker and more circumstantial version of the fighter. Sneak Attack (which I feel that Rogues should automatically know) is just a weaker version of Deadly Strike, and for a class that's supposed to have a lot of tricks up their sleeves, they feel like a less versatile fighter with less manoeuvres . For another thing I feel that Schemes should be more than a list of bonus skills and manoeuvres, there should be another bonus of some sort and things unlocked at higher levels.</p><p></p><p><strong>Clerics</strong></p><p>Turn Undead just feels to limiting and it's not the sort of thing I feel that all Clerics should be using, the generic Channel Divinity that varies by deity was always a good concept. I'm also not a fan of Domains determining which spells are at-will, I think they should just have all 0-level spells be at-will, and Domains should have more other sorts of abilities. I think that Clerics should just get medium armour proficiency and having Protection or War Domain should give heavy. Also I don't think domains should be so front loaded. For spells, Cure spells should go back to dealing damage to undead and any spell that takes more than 1 round to cast should be a ritual.</p><p></p><p><strong>Wizards</strong></p><p>Again with Wizards I feel that 0-level spells should just be at-will (as it's disappointing that all Wizards can't use Detect Magic at-will which is a must have spell), and that Traditions should give other bonuses. Traditions along with Wizards are also to front loaded. I think it's more interesting if Wizards unlock more things at later levels other than spells. Some traditions could have things like damage bonuses to certain spells (Battle-wizards), energy resistance at later levels (Elementalists), more weapon or armour proficiency (Abjurers). For spells in general, I want a return to the cascade of spells per day with more lower level spells at higher levels, though not as big as it was before, maybe it tops out at 3 or 4 1st level spells. Among other things I think that signature spells should change at higher levels, or Wizards get another signature spell or something. Also many of the divination spells should be castable as rituals, more spells need scaling if prepared as higher levels, and many Wizard spells need to do more damage, if they don't do any sort of "control" thing.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 6038794, member: 779"] My comments: [B]Rogue[/B] Needs more differentiation from the Fighter, though them getting manoeuvres and combat expertise is a good start, they now seem too much like a weaker and more circumstantial version of the fighter. Sneak Attack (which I feel that Rogues should automatically know) is just a weaker version of Deadly Strike, and for a class that's supposed to have a lot of tricks up their sleeves, they feel like a less versatile fighter with less manoeuvres . For another thing I feel that Schemes should be more than a list of bonus skills and manoeuvres, there should be another bonus of some sort and things unlocked at higher levels. [B]Clerics[/B] Turn Undead just feels to limiting and it's not the sort of thing I feel that all Clerics should be using, the generic Channel Divinity that varies by deity was always a good concept. I'm also not a fan of Domains determining which spells are at-will, I think they should just have all 0-level spells be at-will, and Domains should have more other sorts of abilities. I think that Clerics should just get medium armour proficiency and having Protection or War Domain should give heavy. Also I don't think domains should be so front loaded. For spells, Cure spells should go back to dealing damage to undead and any spell that takes more than 1 round to cast should be a ritual. [B]Wizards[/B] Again with Wizards I feel that 0-level spells should just be at-will (as it's disappointing that all Wizards can't use Detect Magic at-will which is a must have spell), and that Traditions should give other bonuses. Traditions along with Wizards are also to front loaded. I think it's more interesting if Wizards unlock more things at later levels other than spells. Some traditions could have things like damage bonuses to certain spells (Battle-wizards), energy resistance at later levels (Elementalists), more weapon or armour proficiency (Abjurers). For spells in general, I want a return to the cascade of spells per day with more lower level spells at higher levels, though not as big as it was before, maybe it tops out at 3 or 4 1st level spells. Among other things I think that signature spells should change at higher levels, or Wizards get another signature spell or something. Also many of the divination spells should be castable as rituals, more spells need scaling if prepared as higher levels, and many Wizard spells need to do more damage, if they don't do any sort of "control" thing. [/QUOTE]
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