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One D&D Cleric & Revised Species Playtest Includes Goliath
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<blockquote data-quote="Remathilis" data-source="post: 8851003" data-attributes="member: 7635"><p>I don't imagine that they can or will flatten the optimization curve, but I have noticed a theme developing.</p><p></p><p>* Things that should be class-based that are currently hiding in other areas of the game are being moved to classes. For example, the damage potential of martials shouldn't be hidden in feats.</p><p></p><p>* Spells and abilities that are over performing are being taken down a notch. Guidance and spiritual weapon are no-brainers for clerics and they are sky-blue on every optimizer list. That probably means they are a little too good. </p><p></p><p>* Spells and abilities that are underperforming are getting boosts, such as Resistance. </p><p></p><p>* There is going to be a little more choice in builds. For example, Separating holy order from domain allows for more build choices as far as martial, skilled or caster types. </p><p></p><p>* If something is important to the identity of a class, they will get it as part of the class. Warlock's will get eldritch blast. Rangers get hunter's mark. Clerics get a little healing regardless of spell selection. That both opens up your options (so that the warlock doesn't effectively say "pick eldritch blast and one other cantrip") and makes sure you have what's needed to be effective. </p><p></p><p>I doubt the char-ops people will be out of a job. But I think it will be easier to avoid traps and build will be less about picking the right race or feats and more about looking within the class.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8851003, member: 7635"] I don't imagine that they can or will flatten the optimization curve, but I have noticed a theme developing. * Things that should be class-based that are currently hiding in other areas of the game are being moved to classes. For example, the damage potential of martials shouldn't be hidden in feats. * Spells and abilities that are over performing are being taken down a notch. Guidance and spiritual weapon are no-brainers for clerics and they are sky-blue on every optimizer list. That probably means they are a little too good. * Spells and abilities that are underperforming are getting boosts, such as Resistance. * There is going to be a little more choice in builds. For example, Separating holy order from domain allows for more build choices as far as martial, skilled or caster types. * If something is important to the identity of a class, they will get it as part of the class. Warlock's will get eldritch blast. Rangers get hunter's mark. Clerics get a little healing regardless of spell selection. That both opens up your options (so that the warlock doesn't effectively say "pick eldritch blast and one other cantrip") and makes sure you have what's needed to be effective. I doubt the char-ops people will be out of a job. But I think it will be easier to avoid traps and build will be less about picking the right race or feats and more about looking within the class. [/QUOTE]
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