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<blockquote data-quote="DDNFan" data-source="post: 6316920" data-attributes="member: 6776483"><p>Sorry <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I love D&D Next as a whole, but there are parts that are so infuriatingly bad. Which were noted by playtesters. As a player and sometimes-optimiser, I think Action Surge is great, it takes a fun part of 4th ed (action points), and makes it a fighter-only pseudo encounter power. Well, let's figure 1/3 encounter power, since you don't get to take an hour rest after each 30 second skirmish in a real dungeon, no matter how many people say it does, it depends entirely on the DM. But when I DM, I would limit multiclassing, even with high stat prerequisites for reasons like this.</p><p></p><p>You can't even cast two spells in one round with haste spell cast on you. Giving a class feature that reproduces a much better haste (haste only ever gives one extra attack, not doubles your base number of attacks or allows two full spells cast in one round), at level 2, is quite obviously overpowered. I think it's a great ability for a single classed fighter, for a nova round. Once you get 3 attacks per round at level 11 (I've played it, it is amazing), with great weapon fighter and a reach weapon, you can open a can of 6 attacks at double damage each whoop _ss and destroy. OTOH, a level 9 wizard / 2 fighter could just drop a delayed blast augmented fireball then teleport out and be back home in time for breakfast.</p><p></p><p>If you calculate the additional HP granted by second wind, it could give anywhere from ~90 to 150 extra HP, basically doubling a fighter's HP. That's a ton more than the difference between a fighter and a barbarian (d10 vs d12). And the fighter has better AC and more feats and stat boosts too, for his trouble.</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6316920, member: 6776483"] Sorry :) I love D&D Next as a whole, but there are parts that are so infuriatingly bad. Which were noted by playtesters. As a player and sometimes-optimiser, I think Action Surge is great, it takes a fun part of 4th ed (action points), and makes it a fighter-only pseudo encounter power. Well, let's figure 1/3 encounter power, since you don't get to take an hour rest after each 30 second skirmish in a real dungeon, no matter how many people say it does, it depends entirely on the DM. But when I DM, I would limit multiclassing, even with high stat prerequisites for reasons like this. You can't even cast two spells in one round with haste spell cast on you. Giving a class feature that reproduces a much better haste (haste only ever gives one extra attack, not doubles your base number of attacks or allows two full spells cast in one round), at level 2, is quite obviously overpowered. I think it's a great ability for a single classed fighter, for a nova round. Once you get 3 attacks per round at level 11 (I've played it, it is amazing), with great weapon fighter and a reach weapon, you can open a can of 6 attacks at double damage each whoop _ss and destroy. OTOH, a level 9 wizard / 2 fighter could just drop a delayed blast augmented fireball then teleport out and be back home in time for breakfast. If you calculate the additional HP granted by second wind, it could give anywhere from ~90 to 150 extra HP, basically doubling a fighter's HP. That's a ton more than the difference between a fighter and a barbarian (d10 vs d12). And the fighter has better AC and more feats and stat boosts too, for his trouble. [/QUOTE]
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