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The Great Nerf to High Level Martials: The New Grapple Rules
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<blockquote data-quote="Clint_L" data-source="post: 9242006" data-attributes="member: 7035894"><p>We don't have a fighter in our party, but I like what I see from the new rules. Fighters in general have more options. They are also doing more damage, which wasn't really needed for fighters, but all martial classes got a boost in that department.</p><p></p><p>We do have a barbarian, and the new rules definitely give him more options, both in and out of combat. It's not as noticeable a change as with my monk, but then barbarians were already in a much better place than monks.</p><p></p><p></p><p>This reads as very condescending. I have played every class (usually, I'm the DM so I play every class all the time), and I am very familiar with how they play, going back to AD&D. Classes with magic can affect the game in different ways, but I just don't find them overpowering in 5e. So it's not like people are settling for second best. They just enjoy a different experience when choosing different characters. I consider it a good thing that different classes play differently.</p><p></p><p>When I play a fighter or barbarian, I want the experience of being able to be the big damn hero, wading into battle, shrugging off attacks, and doing tons of damage. That's fun, you almost always have an impact on the fight, and your subclass choice can make an appreciable difference on how you manage your turn. When I play a main caster, I like having different options and the ability to do more funky things on my turn, with the trade-off that there will be some battles where I actually don't accomplish much, despite my best efforts, and others where I am the difference maker, hopefully by coming up with some clever way to combine a spell with the situation and environment to turn the tide.</p><p></p><p>My current monk, at level 10, can get to a caster and launch an attack from almost anywhere on the map, hitting hard and having good survivability. She can shrug off a lot of control effects and is all but immune to AoE attacks. On top of potentially being stunned, that caster is now poisoned and in a world of trouble. I hope they took a lot of defence or escape spells, or they are probably going to be messed up very soon. Either way, their ability to affect the battle is severely compromised because for them it is now about surviving to the next turn. And my monk never has to worry about choosing the wrong spells.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9242006, member: 7035894"] We don't have a fighter in our party, but I like what I see from the new rules. Fighters in general have more options. They are also doing more damage, which wasn't really needed for fighters, but all martial classes got a boost in that department. We do have a barbarian, and the new rules definitely give him more options, both in and out of combat. It's not as noticeable a change as with my monk, but then barbarians were already in a much better place than monks. This reads as very condescending. I have played every class (usually, I'm the DM so I play every class all the time), and I am very familiar with how they play, going back to AD&D. Classes with magic can affect the game in different ways, but I just don't find them overpowering in 5e. So it's not like people are settling for second best. They just enjoy a different experience when choosing different characters. I consider it a good thing that different classes play differently. When I play a fighter or barbarian, I want the experience of being able to be the big damn hero, wading into battle, shrugging off attacks, and doing tons of damage. That's fun, you almost always have an impact on the fight, and your subclass choice can make an appreciable difference on how you manage your turn. When I play a main caster, I like having different options and the ability to do more funky things on my turn, with the trade-off that there will be some battles where I actually don't accomplish much, despite my best efforts, and others where I am the difference maker, hopefully by coming up with some clever way to combine a spell with the situation and environment to turn the tide. My current monk, at level 10, can get to a caster and launch an attack from almost anywhere on the map, hitting hard and having good survivability. She can shrug off a lot of control effects and is all but immune to AoE attacks. On top of potentially being stunned, that caster is now poisoned and in a world of trouble. I hope they took a lot of defence or escape spells, or they are probably going to be messed up very soon. Either way, their ability to affect the battle is severely compromised because for them it is now about surviving to the next turn. And my monk never has to worry about choosing the wrong spells. [/QUOTE]
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The Great Nerf to High Level Martials: The New Grapple Rules
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