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General Tabletop Discussion
*Dungeons & Dragons
What are the issues with the 2014 Subclasses
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<blockquote data-quote="J-H" data-source="post: 9818709" data-attributes="member: 7020951"><p>Artificer: Just a little bit underpowered.</p><p>Barbarian: I changed Brutal Critical to grant bonus damage = to barbarian level on a crit. Berserker Frenzy should be a 2x PB/day BA attack for free while raging. The rest of the subclass is pretty great. Storm Herald Barb is underpowered and the auras eat its BA, preventing it from having dual wielding or benefiting from the bonus attacks granted by GWM or PAM.</p><p>Bard: Too complex. Full casting, skills bonuses, an Inspiration mechanic that can be used for a half dozen different things, and extra abilities on top of all that like Creation bard or random rest and countercharm bonuses make it overwhelming for most players.</p><p>Cleric: The base chassis is fine except that once you hit 7th level spells there are very, very few choices available. Trickery cleric looks good but plays badly. Domain spell lists vary widely in quality. Has anyone ever seen a Nature Cleric actually played? Twilight cleric is about twice as powerful as it needs to be.</p><p>Druid: Conjure Animals summoning a half dozen + new combatants is banned at my table. Moon Druid is supposedly OP but usually ends up too squishy. </p><p>Fighter: It's pretty solid. The broad feat ability lets you get a lot of specialization. Samurai would benefit from Fighting Spirit PB/day instead of a flat 3/day. I have borrowed from 2024 in allowing Indomitable to grant a bonus on the reroll = to fighter level. </p><p>Monk: They're thin on ki points until about level 8, but actually really good in terms of mobility and defenses, particularly at high levels. I have never seen a monk be "underpowered" in actual play, but I've also never seen someone try to play a monk like it's a fighter or a sorcerer. +Wis mod to ki points and they are solid. They would also benefit from a bonus ASI at level 10 like Rogue. Astral Monk is the true Soulknife.</p><p>Paladin: Paladin is best class. No changes needed. 110 out of 100. Nailed it in 2014, screwed it up in 2024.</p><p>Ranger: They are OK, but lacking in defenses against burst damage (no Shield, no Absorb Elements, no good save boosters). The spell list is narrower than the Paladin's, and they have bonus action overload. Just give rangers the entire spell list known instead of limiting them to like 7 spells. Add +Wis to damage against favored enemies, use the Tasha's ACFs, and change the terrible capstone to +Wis to hit against favored enemies. Suddenly they are the <em>best</em> dragon/undead/ooze/demon hunters in the realms.</p><p>Rogue: The base class is pretty decent. Most of the subclasses are a bit off in terms of too many features being ribbons. Assassin's first-round crits are a bit too hard to pull off, etc. "Soulknife" should be called psychic thief and turning it into a mediocre psychic archer was a boring idea.</p><p>Sorcerer: All subclasses need bonus spells known. Otherwise it's OK.</p><p>Warlock: Modify the X spell invocations to give a free cast per day. You can do almost anything with this chassis, and it's almost never overpowered unless you do multiclassing shenanigans.</p><p>Wizard: I ban Scribes. It's pretty fine the way it is. I don't like playing as a wizard because I never feel like I have the right spells prepared for the day.</p></blockquote><p></p>
[QUOTE="J-H, post: 9818709, member: 7020951"] Artificer: Just a little bit underpowered. Barbarian: I changed Brutal Critical to grant bonus damage = to barbarian level on a crit. Berserker Frenzy should be a 2x PB/day BA attack for free while raging. The rest of the subclass is pretty great. Storm Herald Barb is underpowered and the auras eat its BA, preventing it from having dual wielding or benefiting from the bonus attacks granted by GWM or PAM. Bard: Too complex. Full casting, skills bonuses, an Inspiration mechanic that can be used for a half dozen different things, and extra abilities on top of all that like Creation bard or random rest and countercharm bonuses make it overwhelming for most players. Cleric: The base chassis is fine except that once you hit 7th level spells there are very, very few choices available. Trickery cleric looks good but plays badly. Domain spell lists vary widely in quality. Has anyone ever seen a Nature Cleric actually played? Twilight cleric is about twice as powerful as it needs to be. Druid: Conjure Animals summoning a half dozen + new combatants is banned at my table. Moon Druid is supposedly OP but usually ends up too squishy. Fighter: It's pretty solid. The broad feat ability lets you get a lot of specialization. Samurai would benefit from Fighting Spirit PB/day instead of a flat 3/day. I have borrowed from 2024 in allowing Indomitable to grant a bonus on the reroll = to fighter level. Monk: They're thin on ki points until about level 8, but actually really good in terms of mobility and defenses, particularly at high levels. I have never seen a monk be "underpowered" in actual play, but I've also never seen someone try to play a monk like it's a fighter or a sorcerer. +Wis mod to ki points and they are solid. They would also benefit from a bonus ASI at level 10 like Rogue. Astral Monk is the true Soulknife. Paladin: Paladin is best class. No changes needed. 110 out of 100. Nailed it in 2014, screwed it up in 2024. Ranger: They are OK, but lacking in defenses against burst damage (no Shield, no Absorb Elements, no good save boosters). The spell list is narrower than the Paladin's, and they have bonus action overload. Just give rangers the entire spell list known instead of limiting them to like 7 spells. Add +Wis to damage against favored enemies, use the Tasha's ACFs, and change the terrible capstone to +Wis to hit against favored enemies. Suddenly they are the [I]best[/I] dragon/undead/ooze/demon hunters in the realms. Rogue: The base class is pretty decent. Most of the subclasses are a bit off in terms of too many features being ribbons. Assassin's first-round crits are a bit too hard to pull off, etc. "Soulknife" should be called psychic thief and turning it into a mediocre psychic archer was a boring idea. Sorcerer: All subclasses need bonus spells known. Otherwise it's OK. Warlock: Modify the X spell invocations to give a free cast per day. You can do almost anything with this chassis, and it's almost never overpowered unless you do multiclassing shenanigans. Wizard: I ban Scribes. It's pretty fine the way it is. I don't like playing as a wizard because I never feel like I have the right spells prepared for the day. [/QUOTE]
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