For some reason I thought the Redemption Paladin was confirmed.
It was, by someone who went to Hasbro Con.
For some reason I thought the Redemption Paladin was confirmed.
It was, by someone who went to Hasbro Con.
Same. Out of curiosity, are you a DM or a player (or if you do both, which to you prefer)? I've observed that DMs tend to prefer broader, more archetypal concepts, where players tend to prefer more specific, individualized concepts.
It also gives a martial concept that uses the Rogue skills, without any criminal implications baked in.I really like the Scout Rogue- I feel as if it makes more sense than the Scout Fighter, Sneak attack is something I really like to have on a scout. It also means dual wielding is an excellent strategy for the scout when the scout is a rogue, whereas it's a lackluster strategy for fighters, and I think dual wielding is an important part of the class fantasy here. I also think the greater number of skills attached to the rogue chassis is perfect for a scout as well, who should be ultra capable in a survivalist type way. Overall, I was badly dissapointed with the Scout Fighter and am THRILLED for the scout rogue. As a stealthy skill monkey who fights with ambushes, the scout just fits the rogue so much better- I'm also in favor of retaining maunevers as the battlemaster thing, maunevers for other classes would be fine, but I think that fighters shouldnt have more than one of them, since the battlemaster itself is so generic. The battlemaster isn't even really a flavor, it's a playstyle- so when you want that play style you make the battlemaster execute a variety of concepts, when you don't you turn to other subclasses.
You can use the battlemaster to make a knight, a samurai, whatever. So the key to other fighter subclasses is other mechanics (like the knights marking aura, or the samurai's mini rage and 0 hp feature, or the EKs Spells.)
I really like the Scout Rogue- I feel as if it makes more sense than the Scout Fighter, Sneak attack is something I really like to have on a scout. It also means dual wielding is an excellent strategy for the scout when the scout is a rogue, whereas it's a lackluster strategy for fighters, and I think dual wielding is an important part of the class fantasy here. I also think the greater number of skills attached to the rogue chassis is perfect for a scout as well, who should be ultra capable in a survivalist type way. Overall, I was badly dissapointed with the Scout Fighter and am THRILLED for the scout rogue. As a stealthy skill monkey who fights with ambushes, the scout just fits the rogue so much better- I'm also in favor of retaining maunevers as the battlemaster thing, maunevers for other classes would be fine, but I think that fighters shouldnt have more than one of them, since the battlemaster itself is so generic. The battlemaster isn't even really a flavor, it's a playstyle- so when you want that play style you make the battlemaster execute a variety of concepts, when you don't you turn to other subclasses.
You can use the battlemaster to make a knight, a samurai, whatever. So the key to other fighter subclasses is other mechanics (like the knights marking aura, or the samurai's mini rage and 0 hp feature, or the EKs Spells.)
So far that is Inquisitive, Samurai, Cavalier, Arcane Archer, Shadow Sorceror, Divine Soul, Forge Domain, Oath of Redemption, Celestial Patron, Horizon Walker, Circle of Dreams, College of Glamour confirmed to be in.
That is 12 (a bit two whose videos haven't been shown yet), that leaves over 13 still to be revealed.
So, 4 classes get three?Confirmed today on Twitter by Crawford that there will be exactly 27 sub-classes and every class will get at least two, except for the wizard, who only gets one:
https://twitter.com/JeremyECrawford/status/917553691472699392