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Tweaks I'd like to see for Specialties
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<blockquote data-quote="Kobold Stew" data-source="post: 6001730" data-attributes="member: 23484"><p>None of these seem big to me, but each of them seems to offer more options for players looking to create non-traditional characters. Are any of these obviously broken based on what we’ve been given so far? Any thoughts appreciated. Are there tweaks you’d like to see? (I’m just keeping to the original list in the Playtest document for now).</p><p></p><p>In each case, I’m defining “tweak” as something that could be covered by adding or taking away a single sentence in the description.</p><p></p><p>1. Archer. Tweak: able to be used with targetted ranged spells, so that clerics and wizards have viable access to the feat chain.</p><p></p><p>2. Dual Wielder. Tweak: feat chain able to be used with a quarterstaff. (I’d prefer the tweak here than with the equipment list).</p><p></p><p>3. Magic User. Tweak: cantrips able to be cast in armor. (That might actually be better in the spell descriptions in How to Play. I’d also want this to apply to the High Elf, if it doesn’t already.)</p><p></p><p>4. Necromancer. Tweak: Aura of Souls able to be used with Necromancy spells or with a weapon. (And so one can get advantage for an attack (a) after killing someone and (b) spending an action to hold their soul momentarily.) </p><p></p><p>4. b. Necromancer again. I’d also like the language of Aura of Souls tweaked – converting the energy of a departing soul seems pretty extreme for a first-level effect, and would be better as “temporarily holding” the departing soul, using “part of its essence” to achieve advantage.</p><p></p><p>Thoughts? Is any of this obviously broken?</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6001730, member: 23484"] None of these seem big to me, but each of them seems to offer more options for players looking to create non-traditional characters. Are any of these obviously broken based on what we’ve been given so far? Any thoughts appreciated. Are there tweaks you’d like to see? (I’m just keeping to the original list in the Playtest document for now). In each case, I’m defining “tweak” as something that could be covered by adding or taking away a single sentence in the description. 1. Archer. Tweak: able to be used with targetted ranged spells, so that clerics and wizards have viable access to the feat chain. 2. Dual Wielder. Tweak: feat chain able to be used with a quarterstaff. (I’d prefer the tweak here than with the equipment list). 3. Magic User. Tweak: cantrips able to be cast in armor. (That might actually be better in the spell descriptions in How to Play. I’d also want this to apply to the High Elf, if it doesn’t already.) 4. Necromancer. Tweak: Aura of Souls able to be used with Necromancy spells or with a weapon. (And so one can get advantage for an attack (a) after killing someone and (b) spending an action to hold their soul momentarily.) 4. b. Necromancer again. I’d also like the language of Aura of Souls tweaked – converting the energy of a departing soul seems pretty extreme for a first-level effect, and would be better as “temporarily holding” the departing soul, using “part of its essence” to achieve advantage. Thoughts? Is any of this obviously broken? [/QUOTE]
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