Steely_Dan
First Post
I feel at this point they don't know whether to crap, shower, or wind their watch; the classes seem to be in a flummox.
* The new skill list is terrible. Spot and Listen are separate skills again, they brought back Use Rope, and they even have a Knowledge skill for Wars (why is that not part of History?). It's like they copied the 3.x skill list and then managed to make it even worse.
The rogue feels like nothing more than an inferior fighter that has some extra skills.
Sneak attack, for example, is in every way inferior to Deadly Strike.
I'm not necessarily against the idea of rogues getting weapon expertise, (though fighters need *something* that other classes don't get), but this implementation is poor.
The new Two-Weapon Fighting and Critical Hit rules are simply awful. The TWF rules are particularly bad. For one thing, giving disadvantage on both attacks means I'd have to roll four times each time I attack. Yuck.
On top of that, rogues who are one of the classes that people often enjoy using TWF with, can *never* sneak attack with two weapons, because the TWF rules prevent them from ever having advantage.
The removal of at-will cantrips/orisons is extremely aggravating. Yes, you can can still get them from your tradition or domain, but with the exception of the academic wizard, they're chosen for you.
Not only did they vastly cut down on the number of spell slots magic users have, they don't even have the at-will cantrips to fall back on anymore.
The wizard traditions sounded like such a great idea when they were talking about them, but the current implementation of them is uninspiring,
It's like they took the wizard from the last playtest packet, took away his at-will cantrips and half of his daily spells, and then gave it a small fraction of those things back via traditon. Gee thanks.
What's worse, the traditions totally rob wizards of freedom of choice. Your signature spell is chosen for you. Your at-will cantrips are chosen for you. All warmages, for example, are thunderwave specialists. Why? Why can't I choose the spell(s) I specialize in?
* Clerics once again have Turn Undead as a base ability, whether they or their god have any reason to care about undead at all. Ugh. Another big step backward. I think the channel divinity idea had alot of potential.
* Specialties just feel... boring. Alot of the feats were ruined too. The Magic user specialty, for example, used to give you 2 at-will cantrips, which opened up alot of really cool character concepts. Now, that feat lets you use one cantrip PER DAY. This playtest packet just seems to be anti-fun.
Well, that sort of is the Rogue from most editions. The game, at its core, has two primary archetypes: Fighting Man and Magician. I suppose you could could argue that the Cleric is nothing more than an inferior Wizard that has some healing spells too.
The Rogue isn't a Magician, he's a Fighting Man. He doesn't use heavy armor or heavy weapons. He uses dirty tricks in combat and he's got the best maneuverability, skills, and he's usually better at damage avoidance than a Magician.
As it should be, as far as the Maneuver goes.
The slot cut-backs was definitely needed - maybe not that severe, but necessary. As to not having an at-will fallback, that's now a player decision rather than predetermined by the class.
It seems like "MOAR POWAH" == More Fun for some people. I think that's true some of the time. At other times it isn't. There's some sort of parabolic arc involving diminishing returns to the game overall that needs to be observed. Quadratic Casters and Linear Fighters from the prior editions certainly showed both bad extremes of these bell curves.
I agree with this. The weakened arcane magic specialty really cuts back on the interesting character concepts you can get from pairing it with a non-magic class. Maybe the multi-class rules will bring that versatility back... but at the moment it's just disappointing.I most likely would have taken that feat so I could have a rogue with mage hand or a fighter with light. That's not powerful at all, but it is fun (to me).
Are you suggesting that fighters and wizards are supposed to be superior to other classes?
is supposed to out-damage a fighter under those circumstances.
If the rogue can never do anything better than a fighter, there's no point in having a rogue class.
Why should one maneuver be strictly inferior to another?
Fighters and Rogues share alot of maneuvers. One character shouldn't be weaker than another because he picked the "wrong" maneuver.
Personally I do like the high-circumstancial-damage-squishy-rogue. I made my own in 3e by mixing fighter/rogue and had a lot of fun with it.... Frankly, as a much as I love 4E & Essentials, the Rogue really lost a lot of his character becoming the ideal striker, and that poor Thief has been reduced to little more than but a flanking-based damage bucket, and that's a crying shame. ...