evilbob
Adventurer
Couple peeves:
- Volley. Shooting some ranged weapons gets harder when the target is closer. That's... not how it works. If they needed a way to balance long bows vs. short, maybe make them harder to draw.
- Some feats probably shouldn't be feats - they should just be things that happen in the game. Connections is an example. So after 12 levels of delving dungeons, you suddenly have all these friends at court? Or worse, after spending 12 levels helping all the nobles in town, no one will talk to you without a class feature?
- I really don't understand shield block. (See my other post.)
- You get a jillion feats which is cool for specializing the crap out of your character, but because they're so plentiful, they also... suck. They just feel really, really small. You get so many things to choose each level that none of them feel significant - with the one exception that a few feats level up later when you your skills get better, so at least those eventually get good. It's nice that there are no more "dead" levels for any class, though.
- By contrast, every 5th level you get FOUR ability boosts? Wow. That blows pretty much every other upgrade away - by a mile. I wonder what the idea was for that? Why not get one boost every level but the 5th one and spread it out more? (It's not like you aren't going to be erasing all your numbers constantly every level anyway, since there's a single bonus that is added to everything that changes every level.)
- The proficiency bonus to skills mean that being trained vs. untrained vs. master - all that doesn't really matter much at higher levels because you're just talking about what is basically a +/-2, which you might get as a circumstance bonus from something else anyway. Training levels matter more to feats and feat-access... but that just means rogues are going to have a really hard time leveling (due to having so many choices) and barbarians aren't, since there aren't many non-skill feats.
- Volley. Shooting some ranged weapons gets harder when the target is closer. That's... not how it works. If they needed a way to balance long bows vs. short, maybe make them harder to draw.
- Some feats probably shouldn't be feats - they should just be things that happen in the game. Connections is an example. So after 12 levels of delving dungeons, you suddenly have all these friends at court? Or worse, after spending 12 levels helping all the nobles in town, no one will talk to you without a class feature?
- I really don't understand shield block. (See my other post.)
- You get a jillion feats which is cool for specializing the crap out of your character, but because they're so plentiful, they also... suck. They just feel really, really small. You get so many things to choose each level that none of them feel significant - with the one exception that a few feats level up later when you your skills get better, so at least those eventually get good. It's nice that there are no more "dead" levels for any class, though.
- By contrast, every 5th level you get FOUR ability boosts? Wow. That blows pretty much every other upgrade away - by a mile. I wonder what the idea was for that? Why not get one boost every level but the 5th one and spread it out more? (It's not like you aren't going to be erasing all your numbers constantly every level anyway, since there's a single bonus that is added to everything that changes every level.)
- The proficiency bonus to skills mean that being trained vs. untrained vs. master - all that doesn't really matter much at higher levels because you're just talking about what is basically a +/-2, which you might get as a circumstance bonus from something else anyway. Training levels matter more to feats and feat-access... but that just means rogues are going to have a really hard time leveling (due to having so many choices) and barbarians aren't, since there aren't many non-skill feats.
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