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<blockquote data-quote="Glade Riven" data-source="post: 5250716" data-attributes="member: 86468"><p>Well, so far I really like what I see.</p><p> </p><p>The argument that the human sorcerer favorite class extra spells known offer a power boost...well, that comes down to build choices. I can see how it can be made into a boost, but it looks like it is largely just adds versatility. Someone who makes bad choices or role-playing based choices could easily make it worse than the standard sorcerer rather than better. It all comes down to build, and a min-maxer can always find ways to break the system.</p><p> </p><p>The new classes are interesting, but nothing too surprising as I downloaded the play testing previews.</p><p> </p><p>The Archetypes? Pure awesome. It reminds me of a 3.5 DMG snippet involving how to create custom classes by substituting an ability.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5250716, member: 86468"] Well, so far I really like what I see. The argument that the human sorcerer favorite class extra spells known offer a power boost...well, that comes down to build choices. I can see how it can be made into a boost, but it looks like it is largely just adds versatility. Someone who makes bad choices or role-playing based choices could easily make it worse than the standard sorcerer rather than better. It all comes down to build, and a min-maxer can always find ways to break the system. The new classes are interesting, but nothing too surprising as I downloaded the play testing previews. The Archetypes? Pure awesome. It reminds me of a 3.5 DMG snippet involving how to create custom classes by substituting an ability. [/QUOTE]
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