Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What are the issues with the 2014 Subclasses
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Burnside" data-source="post: 9818810" data-attributes="member: 6910340"><p>I think my issues largely crop up not on the updates for the 2014 subclasses, but with some of the entirely new 2024 subclasses. There are issues of design sloppiness, and also issues of mechanics not being grounded in the fiction. The first I think is an issue for anyone, the second maybe for me more acutely.</p><p></p><p>Couple of examples that jump out at me from Heroes of Faerun:</p><p></p><p><strong>Design Sloppiness: </strong></p><p><strong></strong></p><p><strong>Winter Walker Ranger</strong> - the intention here is to be a subclass ideally suited for an adventure such as <em>Icewind Dale: Rime of the Frost Maiden</em>, set in that region.</p><p></p><p>At level 3, here are two abilities it gets:</p><p></p><p><em>Biting Cold.</em> Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.</p><p><em>Polar Strikes. </em>When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.</p><p></p><p>In addition, 3 of its 5 special bonus Ranger spells involve doing Cold damage: ice knife, ice storm, and cone of cold.</p><p></p><p>The most dangerous creatures endemic to Icewind Dale are not Resistant to Cold damage; they're Immune to it. So: white dragons, yetis, remorhaz, ice mephit, winter wolf, frost giant etc. - these guys don't care about the Biting Cold ability, are all totally immune to Polar Strikes, and also immune to the 3 "heavy-hitting" damage spells this subclass gets.</p><p></p><p>This has the effect of making Winter Walkers probably the worst ranger subclass to use in Icewind Dale, rather than, as implied, the best. The creatures that live in Icewind Dale aren't shrugging off Psychic damage from Gloomstalkers or Fey Wanderers, or anything the Hunter can do.</p><p></p><p>Why does a ranger adapted to life in the frozen north have a suite of abilities useless against the monsters that live there?</p><p></p><p>Now, you know what the Winter Walker Ranger is actually pretty decent at fighting? Fiends. Many Fiends are Resistant, not Immune, to Cold damage. However, if you read the description of the subclass, the purpose of the Winter Walker ranger isn't meant to be "ranger that fights fiends using cold." This is a case of the subclass designers not taking a few minutes to check the Monster Manual to make sure the existing mechanics support their design intentions. I really think this is a pretty inexcusable case of design sloppiness.</p><p></p><p><strong>Mechanics Not Grounded in the Fiction:</strong></p><p><strong></strong></p><p><strong>Banneret Fighter</strong></p><p></p><p>Here's the description of this subclass:</p><p></p><p>"Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s borders.</p><p></p><p>A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band."</p><p></p><p>Here are a couple of their abilities:</p><p></p><p><strong><em>"Comprehension.</em></strong> You can cast the <em>Comprehend Languages</em> spell but only as a Ritual. Charisma is your spellcasting ability for it.</p><p></p><p><strong><em>Polyglot.</em></strong> You learn one language from the language tables in the <em>Player’s Handbook</em> or chapter 2 of <em>Forgotten Realms: Heroes of Faerûn</em>. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours."</p><p></p><p>I feel like this is the sort of stuff for which the 2014 edition would have made some attempt to provide a narrative basis. The banneret is...magical? How so? Where's that Comprehend Languages spell coming from?</p><p></p><p>The banneret speaks Dwarvish, and then goes to bed, and then in the morning they've forgotten how to speak Dwarvish, and now they can speak Elvish? How? Why? Is that also magic? Why are they learning a language in 8 hours and also forgetting a language they could previously speak? What, in terms of the narrative fiction, exactly is happening there? Not the slightest attempt is made by the designers to suggest what, in <em>in-game narrative terms</em>, these abilities represent.</p><p></p><p>If the banneret is a trained diplomat, maybe they should just get 3 extra languages, and not this weird alien brain power to slot one language in and out of their mind each morning. If you want them to have something like Comprehend Languages, can't that be an ability of some kind, not a spell? Is this because everything now has to fit DNDBeyond's limited functionality?</p><p></p><p>The Anthropologist background from Tomb of Annihilation got this ability:</p><p></p><p><strong>"Feature: Adept Linguist. </strong>You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level."</p><p></p><p>Wouldn't that have been better here than a magic spell? Or if it has to be a spell, can there be an in-game reason this Fighter knows magic?</p><p></p><p>To me this is an example of the mechanics-first, story-second approach of 2024 that can irk me. Not enough to where I want to throw out the baby with the bathwater, but often enough to bug me.</p></blockquote><p></p>
[QUOTE="Burnside, post: 9818810, member: 6910340"] I think my issues largely crop up not on the updates for the 2014 subclasses, but with some of the entirely new 2024 subclasses. There are issues of design sloppiness, and also issues of mechanics not being grounded in the fiction. The first I think is an issue for anyone, the second maybe for me more acutely. Couple of examples that jump out at me from Heroes of Faerun: [B]Design Sloppiness: Winter Walker Ranger[/B] - the intention here is to be a subclass ideally suited for an adventure such as [I]Icewind Dale: Rime of the Frost Maiden[/I], set in that region. At level 3, here are two abilities it gets: [I]Biting Cold.[/I] Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage. [I]Polar Strikes. [/I]When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6. In addition, 3 of its 5 special bonus Ranger spells involve doing Cold damage: ice knife, ice storm, and cone of cold. The most dangerous creatures endemic to Icewind Dale are not Resistant to Cold damage; they're Immune to it. So: white dragons, yetis, remorhaz, ice mephit, winter wolf, frost giant etc. - these guys don't care about the Biting Cold ability, are all totally immune to Polar Strikes, and also immune to the 3 "heavy-hitting" damage spells this subclass gets. This has the effect of making Winter Walkers probably the worst ranger subclass to use in Icewind Dale, rather than, as implied, the best. The creatures that live in Icewind Dale aren't shrugging off Psychic damage from Gloomstalkers or Fey Wanderers, or anything the Hunter can do. Why does a ranger adapted to life in the frozen north have a suite of abilities useless against the monsters that live there? Now, you know what the Winter Walker Ranger is actually pretty decent at fighting? Fiends. Many Fiends are Resistant, not Immune, to Cold damage. However, if you read the description of the subclass, the purpose of the Winter Walker ranger isn't meant to be "ranger that fights fiends using cold." This is a case of the subclass designers not taking a few minutes to check the Monster Manual to make sure the existing mechanics support their design intentions. I really think this is a pretty inexcusable case of design sloppiness. [B]Mechanics Not Grounded in the Fiction: Banneret Fighter[/B] Here's the description of this subclass: "Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s borders. A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band." Here are a couple of their abilities: [B][I]"Comprehension.[/I][/B] You can cast the [I]Comprehend Languages[/I] spell but only as a Ritual. Charisma is your spellcasting ability for it. [B][I]Polyglot.[/I][/B] You learn one language from the language tables in the [I]Player’s Handbook[/I] or chapter 2 of [I]Forgotten Realms: Heroes of Faerûn[/I]. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours." I feel like this is the sort of stuff for which the 2014 edition would have made some attempt to provide a narrative basis. The banneret is...magical? How so? Where's that Comprehend Languages spell coming from? The banneret speaks Dwarvish, and then goes to bed, and then in the morning they've forgotten how to speak Dwarvish, and now they can speak Elvish? How? Why? Is that also magic? Why are they learning a language in 8 hours and also forgetting a language they could previously speak? What, in terms of the narrative fiction, exactly is happening there? Not the slightest attempt is made by the designers to suggest what, in [I]in-game narrative terms[/I], these abilities represent. If the banneret is a trained diplomat, maybe they should just get 3 extra languages, and not this weird alien brain power to slot one language in and out of their mind each morning. If you want them to have something like Comprehend Languages, can't that be an ability of some kind, not a spell? Is this because everything now has to fit DNDBeyond's limited functionality? The Anthropologist background from Tomb of Annihilation got this ability: [B]"Feature: Adept Linguist. [/B]You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level." Wouldn't that have been better here than a magic spell? Or if it has to be a spell, can there be an in-game reason this Fighter knows magic? To me this is an example of the mechanics-first, story-second approach of 2024 that can irk me. Not enough to where I want to throw out the baby with the bathwater, but often enough to bug me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What are the issues with the 2014 Subclasses
Top