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One D&D Survey Feedback: Weapon Mastery Spectacular; Warlock and Wizard Mixed Reactions
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9095952" data-attributes="member: 7040132"><p>A lot of innovative designs have been cast aside, true. They wanted us to know they've been considering bigger changes, if enough people reeeally wanted them. But apparently, for most people, more seamless backwards compatibility, the better. And that is fine. I can live with that. There are new things they are doing that I like, so they aren't going completely back to 2014.</p><p></p><p>New things I like that have not yet been taken away:</p><ol> <li data-xf-list-type="ol">Tidying up how different classes engage with different action types and recharge mechanics. We're seeing broadening of bonus actions and reactions, so more classes get to play with those mechanics, which helps support cross-familiarity and helps familiarize players with other classes they may want to try out.</li> <li data-xf-list-type="ol">Weapon Mastery.</li> <li data-xf-list-type="ol">More, and clearer, class and subclass abilities that give diverse toys and build options for players (Divine and Primal Order, etc.):<ol> <li data-xf-list-type="ol">Clerics, Druids, and Warlocks making meaningful archetypal choices before the subclass choice at level 3 is good.</li> <li data-xf-list-type="ol">Cunning Strike is awesome, and gives rogues techniques that really make them pop!</li> <li data-xf-list-type="ol">Spellcasters getting class-specific spells that make them feel like their class, and different than other classes, is great!</li> <li data-xf-list-type="ol">Cleaning up the Berserker Barbarian is nice</li> <li data-xf-list-type="ol">Paladin changes (Lay on Hands; Aura of Protection; and Abjure Foes are great; I love the Smite series of spells)</li> </ol></li> </ol><p>The big thing we need to see to determine balance going forward is what they have planned for the Spells chapter. Every class has at least one subclass that interacts with the Spellcasting system, and the options in that system need to be rebalanced against each other and their appropriate levels.What are the fixes that will be so great that players will have a challenge deciding which spells to prepare because there are so many good, valid choices?</p><p></p><p>Also, here are some ides for a monk fix:</p><ol> <li data-xf-list-type="ol">I agree with many that they need to add Wis mod to Di points at level 1. This gives monks the flexibility between combats at low levels and won't break things at high levels.</li> <li data-xf-list-type="ol">If they bring back simple weapons dealing the same damage as unarmed strikes, they no longer need martial weapons when simple weapons do the job. This fixes the complaint that monk damage doesn't scale well. They will now. Even your dagger is awesome if it is dealing 1d6-1d12 base damage based on your level.</li> <li data-xf-list-type="ol">I think a simple fix for unarmed strike not getting weapon mastery can be: "Whenever you make an unarmed strike, you may apply one of the weapon masteries you currently have chosen. The unarmed strike counts as an appropriate weapon for that weapon mastery." This makes your unarmed strikes as powerful as your weapons, without letting your unarmed strike get access to all weapon masteries at-will. You are just doubling down on the weapon maneuvers you are focused on for the day.</li> </ol></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9095952, member: 7040132"] A lot of innovative designs have been cast aside, true. They wanted us to know they've been considering bigger changes, if enough people reeeally wanted them. But apparently, for most people, more seamless backwards compatibility, the better. And that is fine. I can live with that. There are new things they are doing that I like, so they aren't going completely back to 2014. New things I like that have not yet been taken away: [LIST=1] [*]Tidying up how different classes engage with different action types and recharge mechanics. We're seeing broadening of bonus actions and reactions, so more classes get to play with those mechanics, which helps support cross-familiarity and helps familiarize players with other classes they may want to try out. [*]Weapon Mastery. [*]More, and clearer, class and subclass abilities that give diverse toys and build options for players (Divine and Primal Order, etc.): [LIST=1] [*]Clerics, Druids, and Warlocks making meaningful archetypal choices before the subclass choice at level 3 is good. [*]Cunning Strike is awesome, and gives rogues techniques that really make them pop! [*]Spellcasters getting class-specific spells that make them feel like their class, and different than other classes, is great! [*]Cleaning up the Berserker Barbarian is nice [*]Paladin changes (Lay on Hands; Aura of Protection; and Abjure Foes are great; I love the Smite series of spells) [/LIST] [/LIST] The big thing we need to see to determine balance going forward is what they have planned for the Spells chapter. Every class has at least one subclass that interacts with the Spellcasting system, and the options in that system need to be rebalanced against each other and their appropriate levels.What are the fixes that will be so great that players will have a challenge deciding which spells to prepare because there are so many good, valid choices? Also, here are some ides for a monk fix: [LIST=1] [*]I agree with many that they need to add Wis mod to Di points at level 1. This gives monks the flexibility between combats at low levels and won't break things at high levels. [*]If they bring back simple weapons dealing the same damage as unarmed strikes, they no longer need martial weapons when simple weapons do the job. This fixes the complaint that monk damage doesn't scale well. They will now. Even your dagger is awesome if it is dealing 1d6-1d12 base damage based on your level. [*]I think a simple fix for unarmed strike not getting weapon mastery can be: "Whenever you make an unarmed strike, you may apply one of the weapon masteries you currently have chosen. The unarmed strike counts as an appropriate weapon for that weapon mastery." This makes your unarmed strikes as powerful as your weapons, without letting your unarmed strike get access to all weapon masteries at-will. You are just doubling down on the weapon maneuvers you are focused on for the day. [/LIST] [/QUOTE]
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