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*Dungeons & Dragons
Unearthed Arcana: Revenant Subrace, Monster Hunter, and Inquisitive
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<blockquote data-quote="Li Shenron" data-source="post: 7698021" data-attributes="member: 1465"><p>So-and-so... call me fairly unimpressed, with UA material becoming bi-monthly now, I was expecting something more interesting. These 3 new options are surely very usable, but are minor additions compared to what we already have.</p><p></p><p>The most interesting part of this UA for me is certainly the unprecedented idea of cross-race subraces. I am not sure the revenant is a particularly good example*, and the execution is sort of underwhelming, but the mechanical idea of implementing subraces that can be applied to multiple races opens up interesting possibilities.</p><p></p><p>*mostly because being a revenant is an acquired condition, so you would expect a character to first being a regular member of her race/subrace, then becoming a revenant... at which point you <em>lose</em> your subrace defining abilities (for some like Drow this would mean to seriously undermine their identity)? I don't like mechanics that <em>undo</em> your character, I don't think this plays well unless you are starting the campaign as a revenant.</p><p></p><p>Monster Hunter is a very trivial concept IMHO. It's not a lot more specific than "monsters fighter" which is almost what every D&D character is, and it fact this implementation ends up having very generic features. But if you make it more narrow like focusing on one type of monsters, you end up with the good-old problems of Ranger's favored enemies. All in all, this is as bland as it is certainly playable, but I would have rather wanted some more original additions...</p><p></p><p>Inquisitive on the other hand is a very nice concept. Unfortunately the Sneak Attack boosts don't follow the concept. I would assume that this subclass should attract people who want to play an investigator/detective, so why offering combat boosts? The Rogue base class already provides good combat capabilities, it doesn't make sense to think that every subclass must be equally good in combat, because subclasses are exactly one of those areas which can provide a "dial" between the 3 pillars. Why throwing away a degree of design freedom? </p><p></p><p></p><p></p><p>I very much agree.</p><p></p><p>IMHO the key could be in those new subclasses offer at least some non-combat use of superiority dice, while the Battlemaster being focused on <em>battle</em> would still offer <em>only</em> in-combat uses.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7698021, member: 1465"] So-and-so... call me fairly unimpressed, with UA material becoming bi-monthly now, I was expecting something more interesting. These 3 new options are surely very usable, but are minor additions compared to what we already have. The most interesting part of this UA for me is certainly the unprecedented idea of cross-race subraces. I am not sure the revenant is a particularly good example*, and the execution is sort of underwhelming, but the mechanical idea of implementing subraces that can be applied to multiple races opens up interesting possibilities. *mostly because being a revenant is an acquired condition, so you would expect a character to first being a regular member of her race/subrace, then becoming a revenant... at which point you [I]lose[/I] your subrace defining abilities (for some like Drow this would mean to seriously undermine their identity)? I don't like mechanics that [I]undo[/I] your character, I don't think this plays well unless you are starting the campaign as a revenant. Monster Hunter is a very trivial concept IMHO. It's not a lot more specific than "monsters fighter" which is almost what every D&D character is, and it fact this implementation ends up having very generic features. But if you make it more narrow like focusing on one type of monsters, you end up with the good-old problems of Ranger's favored enemies. All in all, this is as bland as it is certainly playable, but I would have rather wanted some more original additions... Inquisitive on the other hand is a very nice concept. Unfortunately the Sneak Attack boosts don't follow the concept. I would assume that this subclass should attract people who want to play an investigator/detective, so why offering combat boosts? The Rogue base class already provides good combat capabilities, it doesn't make sense to think that every subclass must be equally good in combat, because subclasses are exactly one of those areas which can provide a "dial" between the 3 pillars. Why throwing away a degree of design freedom? I very much agree. IMHO the key could be in those new subclasses offer at least some non-combat use of superiority dice, while the Battlemaster being focused on [I]battle[/I] would still offer [I]only[/I] in-combat uses. [/QUOTE]
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Unearthed Arcana: Revenant Subrace, Monster Hunter, and Inquisitive
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