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<blockquote data-quote="Gladius Legis" data-source="post: 6362557" data-attributes="member: 68748"><p>Favorites:</p><ul> <li data-xf-list-type="ul">Paladin Oaths are about a certain set of behaviors from which to justify your actions, rather than some nebulous concept of alignment.</li> <li data-xf-list-type="ul">Also Oath of Devotion's tenets written in a way that basically nips the "Lawful Stupid" trope right in the butt.</li> <li data-xf-list-type="ul">Paladins are actually mechanically sound, distinct and capable from Day 1 (completely opposite of 3e and 4e).</li> <li data-xf-list-type="ul">Bards with 9th-level spells, skill Expertise and Jack of All Trades, and powerful "leader" capabilities.</li> <li data-xf-list-type="ul">Assassins (Rogue subclass) living up to its name mechanically for once.</li> <li data-xf-list-type="ul">Battle Master Fighter is more or less what I expected and wanted. Can really make some diverse and effective builds out of the maneuvers.</li> <li data-xf-list-type="ul">Bounded accuracy.</li> <li data-xf-list-type="ul">Advantage and disadvantage.</li> <li data-xf-list-type="ul">Classical nine alignments there, but greatly reduced in mechanical relevance, a happy medium between old D&D and what 4e tried to do.</li> <li data-xf-list-type="ul">Grid not necessary for combat.</li> <li data-xf-list-type="ul">Combat very fast-paced, comparable to AD&D.</li> <li data-xf-list-type="ul">The flexible neo-Vancian spellcasting system.</li> <li data-xf-list-type="ul">Backgrounds</li> <li data-xf-list-type="ul">Concentration mechanic (yes, even the check to maintain on damage now that it seems most monsters even at high level don't consistently force more than a DC10)</li> </ul><p></p><p>Least favorites:</p><ul> <li data-xf-list-type="ul">Ranger being geared best toward the most suboptimal attack strategy (i.e. spreading measly one-hit weapon damage as opposed to focus fire).</li> <li data-xf-list-type="ul">Caster supremacy is back to an extent (though not nearly as bad as 3e, or probably even AD&D for that matter).</li> <li data-xf-list-type="ul">Spell index not separating by school, making picking spells for Eldritch Knights and Arcane Tricksters a pain without some other resource.</li> <li data-xf-list-type="ul">The default Human's pretty lame. (While ironically the variant Human's bloody incredible.)</li> <li data-xf-list-type="ul">Probably should've put the Backgrounds chapter before Races and Classes, since Backgrounds come with set skills. When making characters I always find myself going to the Backgrounds chapter first because of that.</li> </ul><p></p><p>Jury's out:</p><ul> <li data-xf-list-type="ul">Summon spells (mass combat rules in DMG might come into play there, have to see what those are like).</li> </ul></blockquote><p></p>
[QUOTE="Gladius Legis, post: 6362557, member: 68748"] Favorites: [LIST] [*]Paladin Oaths are about a certain set of behaviors from which to justify your actions, rather than some nebulous concept of alignment. [*]Also Oath of Devotion's tenets written in a way that basically nips the "Lawful Stupid" trope right in the butt. [*]Paladins are actually mechanically sound, distinct and capable from Day 1 (completely opposite of 3e and 4e). [*]Bards with 9th-level spells, skill Expertise and Jack of All Trades, and powerful "leader" capabilities. [*]Assassins (Rogue subclass) living up to its name mechanically for once. [*]Battle Master Fighter is more or less what I expected and wanted. Can really make some diverse and effective builds out of the maneuvers. [*]Bounded accuracy. [*]Advantage and disadvantage. [*]Classical nine alignments there, but greatly reduced in mechanical relevance, a happy medium between old D&D and what 4e tried to do. [*]Grid not necessary for combat. [*]Combat very fast-paced, comparable to AD&D. [*]The flexible neo-Vancian spellcasting system. [*]Backgrounds [*]Concentration mechanic (yes, even the check to maintain on damage now that it seems most monsters even at high level don't consistently force more than a DC10) [/LIST] Least favorites: [LIST] [*]Ranger being geared best toward the most suboptimal attack strategy (i.e. spreading measly one-hit weapon damage as opposed to focus fire). [*]Caster supremacy is back to an extent (though not nearly as bad as 3e, or probably even AD&D for that matter). [*]Spell index not separating by school, making picking spells for Eldritch Knights and Arcane Tricksters a pain without some other resource. [*]The default Human's pretty lame. (While ironically the variant Human's bloody incredible.) [*]Probably should've put the Backgrounds chapter before Races and Classes, since Backgrounds come with set skills. When making characters I always find myself going to the Backgrounds chapter first because of that. [/LIST] Jury's out: [LIST] [*]Summon spells (mass combat rules in DMG might come into play there, have to see what those are like). [/LIST] [/QUOTE]
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