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<blockquote data-quote="Ruin Explorer" data-source="post: 9120632" data-attributes="member: 18"><p>Is this is the general commentary thread because I must say, I thought this was going to be "small tweaks" according to WotC, but the improvements I'm seeing to Fighters seem to significantly more major that Fighters have even seen in any UA before.</p><p></p><p>I mean we've Tactical Mind, an actual utility ability, yeah it's extremely weak, it's the equivalent of Advantage, roughly, though you could use it after Advantage, I guess. Also hilariously I guess you get to move without OAs even if you use it out of combat lol? Battle Master is much improved (on an already solid slate), and gets an actual no-roll utility ability - Know Your Enemy - mostly in-combat but still, you could use it out - you could even do scouting with it and come back after a short rest with all your dice back. Student of War gives an actual skill as well as no-doubt still-useless tool proficiency.</p><p></p><p>Brawler isn't quite there yet but sounds promising, and importantly, WotC have a sidebar that amounts to "Unarmed attacks will be forced to totally suck if you're not a Monk", which is broadly applicable and could be very cool, and perhaps obviate the need for a martial artist class that isn't Monk (still need to throw Monks overboard though, easily 5E's worst conceptualized and least-developed class). It's a little sad though - you can see someone is basically struggling with Crawford to overcome Crawford bizarre but ultra-consistent deep hatred of unarmed attacks from non-Monks (including natural weapons on PC), but you have pathetic loserly design like "Oh you get a free unarmed attack but you're not allowed to use it to punch someone, that would be cool and mechanically effective so obviously inappropriate on a martial!".</p><p></p><p>We do get a bit of needless idiocy still, like with EKs, they can have two bonded weapons, cool, but need 2 bonus actions to summon them. That shouldn't even be a rule. It's a waste of ink. All it does is the make the subclass very slightly worse, and make the game needlessly more complicated for absolutely no gain whatsoever. That is straight-up bad design. It's not even consistent design.</p><p></p><p>I see predictions re: BG3 stuff being in (whichever way around it was, hardly matters) are indeed correct. Speak with Animals is a Ritual spell, for example, and Wildheart Barbarians replace Totem.</p><p></p><p>Warlock is now a mandatory 1-level dip for any high CHA character who melees and whose DM allows multiclassing good god. Also 3 attacks at level 11 woo.</p><p></p><p>Oh look they made Wizard an even bigger problem out of combat by giving them Scholar and Memorize Spell. I kind of like Memorize Spell and feel like it's on-brand for Wizards, but it should be like, 1/short rest or something, because A) that would mildly incentivize short rests, something Wizards generally oppose and B) this current design means you can effectively cast ANY spell in spellbook out of combat, which is most obnoxious place to be able to do that, so you can now absolutely OWN the entire party because ALWAYS have ALL your really dumb no-roll utility spells available.</p><p></p><p>Ugh Counterspell why is this trash still in the game?!?!?</p><p></p><p>Short Rest is inexplicably still an hour. For god's sake make it 10-15 minutes and limit it to 3 per Long Rest.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9120632, member: 18"] Is this is the general commentary thread because I must say, I thought this was going to be "small tweaks" according to WotC, but the improvements I'm seeing to Fighters seem to significantly more major that Fighters have even seen in any UA before. I mean we've Tactical Mind, an actual utility ability, yeah it's extremely weak, it's the equivalent of Advantage, roughly, though you could use it after Advantage, I guess. Also hilariously I guess you get to move without OAs even if you use it out of combat lol? Battle Master is much improved (on an already solid slate), and gets an actual no-roll utility ability - Know Your Enemy - mostly in-combat but still, you could use it out - you could even do scouting with it and come back after a short rest with all your dice back. Student of War gives an actual skill as well as no-doubt still-useless tool proficiency. Brawler isn't quite there yet but sounds promising, and importantly, WotC have a sidebar that amounts to "Unarmed attacks will be forced to totally suck if you're not a Monk", which is broadly applicable and could be very cool, and perhaps obviate the need for a martial artist class that isn't Monk (still need to throw Monks overboard though, easily 5E's worst conceptualized and least-developed class). It's a little sad though - you can see someone is basically struggling with Crawford to overcome Crawford bizarre but ultra-consistent deep hatred of unarmed attacks from non-Monks (including natural weapons on PC), but you have pathetic loserly design like "Oh you get a free unarmed attack but you're not allowed to use it to punch someone, that would be cool and mechanically effective so obviously inappropriate on a martial!". We do get a bit of needless idiocy still, like with EKs, they can have two bonded weapons, cool, but need 2 bonus actions to summon them. That shouldn't even be a rule. It's a waste of ink. All it does is the make the subclass very slightly worse, and make the game needlessly more complicated for absolutely no gain whatsoever. That is straight-up bad design. It's not even consistent design. I see predictions re: BG3 stuff being in (whichever way around it was, hardly matters) are indeed correct. Speak with Animals is a Ritual spell, for example, and Wildheart Barbarians replace Totem. Warlock is now a mandatory 1-level dip for any high CHA character who melees and whose DM allows multiclassing good god. Also 3 attacks at level 11 woo. Oh look they made Wizard an even bigger problem out of combat by giving them Scholar and Memorize Spell. I kind of like Memorize Spell and feel like it's on-brand for Wizards, but it should be like, 1/short rest or something, because A) that would mildly incentivize short rests, something Wizards generally oppose and B) this current design means you can effectively cast ANY spell in spellbook out of combat, which is most obnoxious place to be able to do that, so you can now absolutely OWN the entire party because ALWAYS have ALL your really dumb no-roll utility spells available. Ugh Counterspell why is this trash still in the game?!?!? Short Rest is inexplicably still an hour. For god's sake make it 10-15 minutes and limit it to 3 per Long Rest. [/QUOTE]
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