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<blockquote data-quote="gyor" data-source="post: 7516430" data-attributes="member: 6670153"><p><a href="https://www.twitch.tv/videos/329370046" target="_blank">https://www.twitch.tv/videos/329370046</a></p><p></p><p> The link to the twitch video on the panel. </p><p></p><p> The Guild backgrounds seem almost bordering on a subclass in their own right honestly. Access to guild spells, allies (possibly including monsters), an enemy, and resources like charms, and who knows what else, in addition to the usual background goodies. This could change how classes play radically. A Wizard of Selsynia or Orzhov could for instance likely be able to learn how to cast heal or cure wounds, or both. At high level that could be broken, because wizards can make one of their wizard spells at level one usable at will, which means infinate healing spells, something that the game is not designed for. </p><p></p><p> This could radically change the balance of power between classes. This seems like pure win for Sorcerers especially, although all spell casters stand to win. I really hope the side bar on Material Traditions really knocks out of the park, because otherwise none spell casters (like ones that are Eldrich Knights or Arcane Tricksters), stand to be left out. </p><p></p><p> Also how does this work with Monk subclasses that use ki instead of spells slots to cast spells, can they too use these spells. Maybe ki points = to Spell level allows a monk to cast a guild spell. </p><p></p><p> I am looking forward to the beastiary section most of all I think. I wonder if they will have new beasts suitable for Rangers like Eelhawks.</p><p></p><p> Well I'm also looking forward to the races and guilds sections an aweful lot too.</p></blockquote><p></p>
[QUOTE="gyor, post: 7516430, member: 6670153"] [url]https://www.twitch.tv/videos/329370046[/url] The link to the twitch video on the panel. The Guild backgrounds seem almost bordering on a subclass in their own right honestly. Access to guild spells, allies (possibly including monsters), an enemy, and resources like charms, and who knows what else, in addition to the usual background goodies. This could change how classes play radically. A Wizard of Selsynia or Orzhov could for instance likely be able to learn how to cast heal or cure wounds, or both. At high level that could be broken, because wizards can make one of their wizard spells at level one usable at will, which means infinate healing spells, something that the game is not designed for. This could radically change the balance of power between classes. This seems like pure win for Sorcerers especially, although all spell casters stand to win. I really hope the side bar on Material Traditions really knocks out of the park, because otherwise none spell casters (like ones that are Eldrich Knights or Arcane Tricksters), stand to be left out. Also how does this work with Monk subclasses that use ki instead of spells slots to cast spells, can they too use these spells. Maybe ki points = to Spell level allows a monk to cast a guild spell. I am looking forward to the beastiary section most of all I think. I wonder if they will have new beasts suitable for Rangers like Eelhawks. Well I'm also looking forward to the races and guilds sections an aweful lot too. [/QUOTE]
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