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General Tabletop Discussion
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What is your oppinion of 5.24 so far?
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<blockquote data-quote="jurrubin" data-source="post: 9418542" data-attributes="member: 6998959"><p>Being one of the min-max power players since the little white box in the 70's (we made our own multiclassing rules back then), I love the monk changes and the expanded use of feats (assuming the expanded use <em>isn't</em> optional). But that's it.</p><p></p><p>I've been disappointed by the majority of rule changes but only because I happen to run multiclass characters that have received all the negative effects to very key abilities by virtue of the classes they incorporate. For example, my top favorite character is a wood elf rogue 3 (swashbuckler)/paladin 10 (vengeance)/warlock 2 (hexblade) triple class which, under 5e, leverages the low level abilities of rogue/warlock with the higher level abilities of paladin.</p><p></p><p>Surprisingly effective at 15th level, it acts as backup support for a lot of party niches while not overwhelming the single class characters while also being the party equivalent of a Marine Force Recon unit for the group. But under the new rules, as a wood elf, he can no longer hide when only lightly obscured. As a paladin, he can no longer step up and hold the line with stop-gap rippling smites when things get critical. As a warlock, he can no longer get back emergency spell use for warlock/paladin spells after a short rest during long stressful runs.</p><p></p><p>The character isn't "gutted" by any means but the new rules take a unique and high-valued party member and dilutes it into something mediocre. And that is disappointing.</p><p></p><p>Ah, well. Time to adapt.</p></blockquote><p></p>
[QUOTE="jurrubin, post: 9418542, member: 6998959"] Being one of the min-max power players since the little white box in the 70's (we made our own multiclassing rules back then), I love the monk changes and the expanded use of feats (assuming the expanded use [I]isn't[/I] optional). But that's it. I've been disappointed by the majority of rule changes but only because I happen to run multiclass characters that have received all the negative effects to very key abilities by virtue of the classes they incorporate. For example, my top favorite character is a wood elf rogue 3 (swashbuckler)/paladin 10 (vengeance)/warlock 2 (hexblade) triple class which, under 5e, leverages the low level abilities of rogue/warlock with the higher level abilities of paladin. Surprisingly effective at 15th level, it acts as backup support for a lot of party niches while not overwhelming the single class characters while also being the party equivalent of a Marine Force Recon unit for the group. But under the new rules, as a wood elf, he can no longer hide when only lightly obscured. As a paladin, he can no longer step up and hold the line with stop-gap rippling smites when things get critical. As a warlock, he can no longer get back emergency spell use for warlock/paladin spells after a short rest during long stressful runs. The character isn't "gutted" by any means but the new rules take a unique and high-valued party member and dilutes it into something mediocre. And that is disappointing. Ah, well. Time to adapt. [/QUOTE]
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What is your oppinion of 5.24 so far?
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