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General Tabletop Discussion
D&D Older Editions
The New Playtest: Why return the failed 3e mechanics?
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<blockquote data-quote="Pickles JG" data-source="post: 5993359" data-attributes="member: 61501"><p>That is more or less the oppositre of 5e maths where your accuracy barely increases but your damage (& resistance to damage) rockets sky high. Which in turn reamphasises how much HP are NOT meat. </p><p> </p><p>On the topic I expect the cleric gets an accuracy bump at level 6 in both aspects meaning fighters/wizards get +1to hit/4 levels. Rogues being less capable warriors get 1/5 & celric being both less capable & less focused get 1/6. Over 20 levels they will gain 3 to hit compared to the fighters 5 so a totla of 3 behind given they start one off. This is a very significant bonus for the fighter but one that keeps the cleric in touch (MAD notwithstanding).</p><p> </p><p>The buff spells chenged in this test from the last being almost entirely party buffs which make the warcleric good but the fighter even better. Divine favour is a solid catch up ability rather than a (significantly) overtake so I am not too worried about this aspect, though it may be a little too good. </p><p> </p><p>What I am worried about is that none of the spells seem as useful as (maximised) healing spells so the cleric is back to heal bot. At some level he will have so many spells he can't use them all to heal & can start with the other stuff again, but that's 6/7 level in 3e ime.</p><p> </p><p></p><p>Divine favour is quite unlike 4e healing word taking you whole action (unless you are War) & the vailability of massive healing from the cleric means he is likely to do that not anything else. I would lose CLW & keep Healing word. (though with no CLW its not really D&D)</p><p> </p><p> </p><p>OTOH I really like the weird sorcerer/MU style of Vancian casting they have given to clerics which serves to differentiate them from both those arcane classes.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 5993359, member: 61501"] That is more or less the oppositre of 5e maths where your accuracy barely increases but your damage (& resistance to damage) rockets sky high. Which in turn reamphasises how much HP are NOT meat. On the topic I expect the cleric gets an accuracy bump at level 6 in both aspects meaning fighters/wizards get +1to hit/4 levels. Rogues being less capable warriors get 1/5 & celric being both less capable & less focused get 1/6. Over 20 levels they will gain 3 to hit compared to the fighters 5 so a totla of 3 behind given they start one off. This is a very significant bonus for the fighter but one that keeps the cleric in touch (MAD notwithstanding). The buff spells chenged in this test from the last being almost entirely party buffs which make the warcleric good but the fighter even better. Divine favour is a solid catch up ability rather than a (significantly) overtake so I am not too worried about this aspect, though it may be a little too good. What I am worried about is that none of the spells seem as useful as (maximised) healing spells so the cleric is back to heal bot. At some level he will have so many spells he can't use them all to heal & can start with the other stuff again, but that's 6/7 level in 3e ime. Divine favour is quite unlike 4e healing word taking you whole action (unless you are War) & the vailability of massive healing from the cleric means he is likely to do that not anything else. I would lose CLW & keep Healing word. (though with no CLW its not really D&D) OTOH I really like the weird sorcerer/MU style of Vancian casting they have given to clerics which serves to differentiate them from both those arcane classes. [/QUOTE]
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