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General Tabletop Discussion
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So, has anyone actually PLAYED the Expert classes?
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<blockquote data-quote="tetrasodium" data-source="post: 8803174" data-attributes="member: 93670"><p>Ran Grasp of the emerald claw & voyage of the golden dragon with 2 rangers 1 bard 1 rogue levels 6 & 7.</p><p></p><p> From a GM standpoint the new prep style was a lot of fun & players were more likely to have interesting spells prepped when their niche came up than just relying on brute force & the best spells. The rangers & bard had a lot of fun with dual wielding & mark/hex. The spell lists being more restrictive for hybrid casters (ranger/bard) rather than including any spell that might possibly have some overlap in the venn diagram made choices players made to pickup new options really shine without stomping on the toes of full casters. Practically every skill check seemed like someone had expertise & it was a bit overkill. The new barkskin was a big hit & the casters were all looking forward to the eventual spell revision . Supreme sneak was basically autostealth but the new "ending the condition" stuff in the hidden condition mechanics avoided turning it into either <a href="https://www.reddit.com/r/Pathfinder_RPG/comments/3sceey/eli5_scry_and_fry/" target="_blank">scry & fry</a> or fail by fiat. I particularly liked how racially linked spells made casters feel distinct beyond one extra cast of a spell & could see mage classes doing similar with the ardlings.</p><p></p><p></p><p>One of the rangers was an infernal tiefling that made good use of being able to add the necromancy hellish rebuke along with the new PAM on marked targets whenever the chance came up for him. The other ranger was a more traditional twf build who packed quite the punch thanks to the twf rules & mark changes. Tireless being 1d8 thp/long rest felt pointless, it should probably be a spend 1-10 minutes to just do it after the 1 free use. </p><p></p><p></p><p>The rogue was a dwarf who made good use of stealth+stone cunning, I ultimately decided to let him bypass the 1/long rest with a 10 minute to activate version & it felt less unnatural. Supreme sneak was basically autostealth but the new hidden mechanics headed off trouble that 5e's prior "<em>but I rolled a 37 stealth</em>!" often created & the player said he had a better feel for when he was pushing out on a limb but still didn't worry about pushing his luck thanks to death saves</p><p></p><p>The bard was a drow elf who made great use of faerie fire. Reaction heals keeping people from suffering a death save from bardic inspiration felt like it trivialized already minimal risk using the old 5e death save & yoyohealing mechanics. Like the rangers with mark he tore it up with hex & twf</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8803174, member: 93670"] Ran Grasp of the emerald claw & voyage of the golden dragon with 2 rangers 1 bard 1 rogue levels 6 & 7. From a GM standpoint the new prep style was a lot of fun & players were more likely to have interesting spells prepped when their niche came up than just relying on brute force & the best spells. The rangers & bard had a lot of fun with dual wielding & mark/hex. The spell lists being more restrictive for hybrid casters (ranger/bard) rather than including any spell that might possibly have some overlap in the venn diagram made choices players made to pickup new options really shine without stomping on the toes of full casters. Practically every skill check seemed like someone had expertise & it was a bit overkill. The new barkskin was a big hit & the casters were all looking forward to the eventual spell revision . Supreme sneak was basically autostealth but the new "ending the condition" stuff in the hidden condition mechanics avoided turning it into either [URL='https://www.reddit.com/r/Pathfinder_RPG/comments/3sceey/eli5_scry_and_fry/']scry & fry[/URL] or fail by fiat. I particularly liked how racially linked spells made casters feel distinct beyond one extra cast of a spell & could see mage classes doing similar with the ardlings. One of the rangers was an infernal tiefling that made good use of being able to add the necromancy hellish rebuke along with the new PAM on marked targets whenever the chance came up for him. The other ranger was a more traditional twf build who packed quite the punch thanks to the twf rules & mark changes. Tireless being 1d8 thp/long rest felt pointless, it should probably be a spend 1-10 minutes to just do it after the 1 free use. The rogue was a dwarf who made good use of stealth+stone cunning, I ultimately decided to let him bypass the 1/long rest with a 10 minute to activate version & it felt less unnatural. Supreme sneak was basically autostealth but the new hidden mechanics headed off trouble that 5e's prior "[I]but I rolled a 37 stealth[/I]!" often created & the player said he had a better feel for when he was pushing out on a limb but still didn't worry about pushing his luck thanks to death saves The bard was a drow elf who made great use of faerie fire. Reaction heals keeping people from suffering a death save from bardic inspiration felt like it trivialized already minimal risk using the old 5e death save & yoyohealing mechanics. Like the rangers with mark he tore it up with hex & twf [/QUOTE]
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