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<blockquote data-quote="Gorg" data-source="post: 8232297" data-attributes="member: 7029501"><p>5E adventures, and their stat blocks- their complete LACK of them. It makes for a lot of extra work preparing for actual gameplay. It's that, or spend the match flipping back and forth between narrative; the map; the monster stats in the appendix; and the stats for any new spells or magic items...</p><p></p><p>Also, some PHB classes are rather light on archetype choices, compared to others. Arcane traditions, and Domains have quite a few choices, but some, like Fighter and Rogue only have 2 or 3. Overall, I really like the way they did the classes- it just seems like they ran out of ideas in time to meet the print deadline for some of the classes, lol.</p><p></p><p> I remain somewhat unconvinced by the concentration mechanic as it applies to magic use. A good 75% at least seem to have that for a duration.</p></blockquote><p></p>
[QUOTE="Gorg, post: 8232297, member: 7029501"] 5E adventures, and their stat blocks- their complete LACK of them. It makes for a lot of extra work preparing for actual gameplay. It's that, or spend the match flipping back and forth between narrative; the map; the monster stats in the appendix; and the stats for any new spells or magic items... Also, some PHB classes are rather light on archetype choices, compared to others. Arcane traditions, and Domains have quite a few choices, but some, like Fighter and Rogue only have 2 or 3. Overall, I really like the way they did the classes- it just seems like they ran out of ideas in time to meet the print deadline for some of the classes, lol. I remain somewhat unconvinced by the concentration mechanic as it applies to magic use. A good 75% at least seem to have that for a duration. [/QUOTE]
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