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Unearthed Arcana Returns to Monthly With Some Revised Subclasses
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<blockquote data-quote="Dualazi" data-source="post: 7714622" data-attributes="member: 6855537"><p>Pretty unhappy with this last of the reliable UAs. Seems like they didn’t fix many of my concerns with anything, and I’m surprised and annoyed that sharpshooter was as ill-received as it evidently was, since it was one of the few offerings that didn’t suck in the list of subclass reveals.</p><p></p><p>Random thoughts:</p><p></p><p><strong>Arcane Archer</strong></p><p></p><p>Magic arrow is really boring and really effective, which isn’t a great combination. It also makes finding that first +1 bow/ammunition largely meaningless.</p><p></p><p>Arcane Shot: still ignoring crossbows for no discernible reason, maybe they were annoyed they actually were usable this edition. The options are likewise still tied to short rests, and unless I’m mis-reading this you never get more than 2 charges to use those options with before level 15, which also only grants a conditional extra charge at the start of combat. This is pretty garbage design in my opinion.</p><p></p><p>Curving Shot: The real highlight of the class to me, a cool ability that really defines the archetype and will see lots of use. </p><p></p><p>Arcane Shot Options: I don’t even really know where to begin with this one, there are so many problems present. First, their saves scale of Int, which no arcane archer wants outside of this, so I predict many will find playstyles that minimize this, such as bursting and grasping arrow, which have less reliance on saves. Second, it falls right into the trap of the alchemist and battlemaster, with all (supposedly) equal options available from the start. This means that, like the battlemaster, subsequent levels are less interesting or desirable because you already have your best moves from the start. Third, for techniques that will average use of 1/encounter (assuming the 6-8 recommended encounters), these effects are incredibly underwhelming. Maybe it's because the AA is married to the fighter chassis, but it seems like wizards is terrified of giving them abilities that are more than glorified riders.</p><p></p><p><strong>Kensei</strong></p><p></p><p>Path of the Kensei: Still terrible, just a different variety of terrible from the old one. Heavy and special properties are verboten because reasons, but don’t worry, the longbow favoritism shines through just in case the arcane archer wasn’t enough for you. Also pretty much discards the identity of the Kensei as a master of one weapon.</p><p></p><p>One with the Blade: Alright I guess, at least it isn’t as power-creepy as Magic Arrow.</p><p></p><p>Sharpen the Blade: still a boring numeric increase with a steep cost. The only real abuse I can think of here is to further amp up an already magic item, but by that point in the game I’m not sure it’s necessary. Doesn’t use concentration though, which is a plus.</p><p></p><p>Unerring Accuracy: Given that the monk can use dex with their new kensei weapons and that they have access to Sharpen the Blade, I’m not sure that doubling down on accuracy increases is the most productive capstone for the subclass, and it’s criminally boring to me as well.</p><p></p><p>I second concerns others have voiced about favored souls being stuck with healing spells or bards having issues with the wording on flourish, but these two classes are the ones that really needed another pass and it looks like they didn’t get it. If I wanted to be an arcane archer I would just play EK over this option, and kensei fails at being its original concept of a weaponmaster and as being a warrior-monk. Got my hopes up after the last racial feats UA but I guess that was to be short-lived.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7714622, member: 6855537"] Pretty unhappy with this last of the reliable UAs. Seems like they didn’t fix many of my concerns with anything, and I’m surprised and annoyed that sharpshooter was as ill-received as it evidently was, since it was one of the few offerings that didn’t suck in the list of subclass reveals. Random thoughts: [B]Arcane Archer[/B] Magic arrow is really boring and really effective, which isn’t a great combination. It also makes finding that first +1 bow/ammunition largely meaningless. Arcane Shot: still ignoring crossbows for no discernible reason, maybe they were annoyed they actually were usable this edition. The options are likewise still tied to short rests, and unless I’m mis-reading this you never get more than 2 charges to use those options with before level 15, which also only grants a conditional extra charge at the start of combat. This is pretty garbage design in my opinion. Curving Shot: The real highlight of the class to me, a cool ability that really defines the archetype and will see lots of use. Arcane Shot Options: I don’t even really know where to begin with this one, there are so many problems present. First, their saves scale of Int, which no arcane archer wants outside of this, so I predict many will find playstyles that minimize this, such as bursting and grasping arrow, which have less reliance on saves. Second, it falls right into the trap of the alchemist and battlemaster, with all (supposedly) equal options available from the start. This means that, like the battlemaster, subsequent levels are less interesting or desirable because you already have your best moves from the start. Third, for techniques that will average use of 1/encounter (assuming the 6-8 recommended encounters), these effects are incredibly underwhelming. Maybe it's because the AA is married to the fighter chassis, but it seems like wizards is terrified of giving them abilities that are more than glorified riders. [B]Kensei[/B] Path of the Kensei: Still terrible, just a different variety of terrible from the old one. Heavy and special properties are verboten because reasons, but don’t worry, the longbow favoritism shines through just in case the arcane archer wasn’t enough for you. Also pretty much discards the identity of the Kensei as a master of one weapon. One with the Blade: Alright I guess, at least it isn’t as power-creepy as Magic Arrow. Sharpen the Blade: still a boring numeric increase with a steep cost. The only real abuse I can think of here is to further amp up an already magic item, but by that point in the game I’m not sure it’s necessary. Doesn’t use concentration though, which is a plus. Unerring Accuracy: Given that the monk can use dex with their new kensei weapons and that they have access to Sharpen the Blade, I’m not sure that doubling down on accuracy increases is the most productive capstone for the subclass, and it’s criminally boring to me as well. I second concerns others have voiced about favored souls being stuck with healing spells or bards having issues with the wording on flourish, but these two classes are the ones that really needed another pass and it looks like they didn’t get it. If I wanted to be an arcane archer I would just play EK over this option, and kensei fails at being its original concept of a weaponmaster and as being a warrior-monk. Got my hopes up after the last racial feats UA but I guess that was to be short-lived. [/QUOTE]
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