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One D&D Playtest Expert Classes survey is up! Update! Now due Nov 23rd.
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<blockquote data-quote="shadowoflameth" data-source="post: 8808187" data-attributes="member: 62336"><p>I completed the survey after listening to some feedback from my table. What I found:</p><p>Class Spell lists are still needed. Arcane, Primal and Divine are good but having them be the only lists makes character creation overly tedious and prone to errors.</p><p>The Bard suffers from missing spells he expects to get based on 5e and the Lore Bard loses his extra Magical Secrets. Magical secrets and bard spells being changeable is too much. Make Magical secrets set and give the Lore subclass back it's extra Magical Secrets. Inspiration on a reaction is OK.</p><p>The Rogue sneak attacking only on an action makes hide and wait for a target to appear using a readied action not work. This is the one that we really hated. No AOO and no laying in wait is bad.</p><p>The Ranger is on the right track, but needs his own spell list. Just like the bard, misses some spells that 5e players expect from the Ranger. I'd like to see the Favored Enemy still be a chosen foe. Instead of an altered Hunters Mark, just give him a similar ability that is not a spell. Let him use it on a foe deliberately, but say the Favored enemy is always affected by it. Have the damage scale. Now it can't be counter or dispelled, and doesn't cause confusion with how Hunter's Mark works. For similar reasons, just have Nature's Veil say that the when the Ranger successfully hides, he becomes Invisible. Which brings me to spells.</p><p>Conjure Barrage is weak. 'Down-casting' a weak spell is worse. Just make Multi-Attack, Multi-Shot and say that the Ranger gets a 3rd attack with Ranged or thrown weapons.</p><p>Make Barkskin affect AC but let it scale. It doesn't need to be reinvented and on the list of lackluster spells to redo it isn't the worst offender. </p><p>The Hidden Condition is good idea but clarify the language in the playtest. I recommend that instead of 'the condition ends', the condition stop affecting enemies that spot you, hear or or that you lose cover from. </p><p>The halfling didn't get inspiration because he has Luck and already has a remedy for the dreaded Natural 1. </p><p>I think it could be an optional rule anyway. </p><p>Epic Boons need to be truly epic. In the years playing 5e, we've had a campaign go to 18th level, one to 19th and one to 20th level. It's rare and it truly deserves something amazing. As an example; Being able to Misty Step once isn't better than the Feytouched feat which you can get much earlier and gives you more. Just make an epic boon that gives you teleportation. </p><p></p><p>My two cents. Of course, we haven't seen the rest of the design and these are playtest changes, but if we're using the 5e rules as is where there are no changes, this is what I see from where we stand.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 8808187, member: 62336"] I completed the survey after listening to some feedback from my table. What I found: Class Spell lists are still needed. Arcane, Primal and Divine are good but having them be the only lists makes character creation overly tedious and prone to errors. The Bard suffers from missing spells he expects to get based on 5e and the Lore Bard loses his extra Magical Secrets. Magical secrets and bard spells being changeable is too much. Make Magical secrets set and give the Lore subclass back it's extra Magical Secrets. Inspiration on a reaction is OK. The Rogue sneak attacking only on an action makes hide and wait for a target to appear using a readied action not work. This is the one that we really hated. No AOO and no laying in wait is bad. The Ranger is on the right track, but needs his own spell list. Just like the bard, misses some spells that 5e players expect from the Ranger. I'd like to see the Favored Enemy still be a chosen foe. Instead of an altered Hunters Mark, just give him a similar ability that is not a spell. Let him use it on a foe deliberately, but say the Favored enemy is always affected by it. Have the damage scale. Now it can't be counter or dispelled, and doesn't cause confusion with how Hunter's Mark works. For similar reasons, just have Nature's Veil say that the when the Ranger successfully hides, he becomes Invisible. Which brings me to spells. Conjure Barrage is weak. 'Down-casting' a weak spell is worse. Just make Multi-Attack, Multi-Shot and say that the Ranger gets a 3rd attack with Ranged or thrown weapons. Make Barkskin affect AC but let it scale. It doesn't need to be reinvented and on the list of lackluster spells to redo it isn't the worst offender. The Hidden Condition is good idea but clarify the language in the playtest. I recommend that instead of 'the condition ends', the condition stop affecting enemies that spot you, hear or or that you lose cover from. The halfling didn't get inspiration because he has Luck and already has a remedy for the dreaded Natural 1. I think it could be an optional rule anyway. Epic Boons need to be truly epic. In the years playing 5e, we've had a campaign go to 18th level, one to 19th and one to 20th level. It's rare and it truly deserves something amazing. As an example; Being able to Misty Step once isn't better than the Feytouched feat which you can get much earlier and gives you more. Just make an epic boon that gives you teleportation. My two cents. Of course, we haven't seen the rest of the design and these are playtest changes, but if we're using the 5e rules as is where there are no changes, this is what I see from where we stand. [/QUOTE]
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