Legends & Lore: Keep it Classy

Post/Author/DateTimePost
#1

Plaguescarred1

Jul 27, 2014 21:24:34

Keep it Classy

Legends & Lore

By Mike Mearls

 

Mike talks about Player’s Handbook classes and options in this week’s Legends & Lore.

 

Talk about this article here.

 

Keeping it Classy

#2

Erifnogard

Jul 27, 2014 21:26:20

I definitely get the impression from this article that they are already planning additional sub classes. I'm curious what products those will appear in. 

#3

Plaguescarred1

Jul 27, 2014 21:37:47

I like the way the classes and subclasses shaped up!

 

Barbarian [Path]: Berserker and Totem Warrior

 

 Bard [College]: Lore and Valor

 

Cleric [Domain]: Knowledge, Life, Light, Nature, Tempest, Trickery, and War

 

Druid [Circle]: Land and Moon

 

Fighter [Archtype]: Champion, Battle Master, and Eldritch Knight

 

Monk [Tradition]: Open Hand, Shadow, and Four Elements

 

Paladin [Oath]: Devotion, Ancients, and Vengeance

 

Ranger [Archtype]: Hunter and Beastmaster

 

Rogue [Archtype]: Thief, Assassin, and Arcane Trickster

 

Sorcerer [Origin]: Draconic Bloodline and Wild Mage

 

Warlock [Patron]: Archfey, Fiend, and Great Old One

 

Wizard [School]: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation

#4

jaelis

Jul 27, 2014 21:38:09

Really excited to see eldritch knight, arcane trickster, and something like shadow dancer in the PH.

(Reply to #2)

Ashrym

Erifnogard wrote:
#6

Miladoon

Jul 27, 2014 21:50:53

I would like to see a DMG advising DMs on how to build custom subclasses.  I am looking forward to checking these out, tho.

#7

THEMNGMNT

Jul 27, 2014 22:02:48

Definitely a lot of room for growth and expansion, but off to a good start. I really thought the Warden would move from the Paladin to the Ranger, but it looks like it ain't.

#8

TiaNadiezja

Jul 27, 2014 22:05:13

Huh. Warlord's dead, at least at launch. This is as much as official confirmation.

 

Enough to be excited about there, though, that I have a hard time being upset. The list is good.

#9

GladiusLegis

Jul 27, 2014 22:21:30

TiaNadiezja wrote:
#10

Saelorn

Jul 27, 2014 22:22:27

It feels weird that some classes have only two sub-classes. It almost makes me worry that they're going to break out a whole slew of class splats.

#11

THEMNGMNT

Jul 27, 2014 22:22:44

A few more thoughts...

 

I wanted a purely martial Ranger. Looks like I didn't get it. But it's probably pretty easy to create a subclass that does what I want.

 

I wanted a true gish. But, between the Eldritch Knight and the Arcane Trickster, I can probably get what I want.

 

I wanted more Sorcerer options at launch. I think three subclasses, like the Paladin, would paint a fuller portrait of the Sorcerer.

 

My guess is that the Wizard subclasses will be a little bland. I want something closer to the Cleric domains, which make each subclasses fundamentally different from the others.

 

That said, I'm pretty happy overall. I think the subclass structure, combined with elements such as the Fighter's style or the Warlock's book/blade/whatever, allows a ton of customization. The Cleric, Druid, Monk, and Paladin subclasses really bring those classes to life. 

 

The more I look at 5E, the more I realize just how smartly constructed it is. The basic building blocks are really, really strong. And in those areas where I disagree with the results of the playtest, modifications are easy.

#12

THEMNGMNT

Jul 27, 2014 22:24:01

Also, I wanted a Warlord. Hopefully, Battle Master + Background + Feats makes this an easy solve.

#13

Lord_Kyrion

Jul 27, 2014 22:51:22

I'm pretty disappointed that there is no universalist wizard, Death domain, or more than two sorcerer options in the PHB. It is just the first book, though. I hope they release hundreds of subclasses, for every class!

#14

Ashrym

Jul 27, 2014 23:04:54

 

The battlemaster is supposed to be the warlord-style subclass.

 

#15

MechaPilot

Jul 27, 2014 23:06:52

Ashrym wrote:
#16

Orzel

Jul 27, 2014 23:07:54

As the respresentive of the Ranger Lobby

 

Where is the Horizon Walker (focus on travel and adaptation?

Where is the Seeker (focus on magic primal arrow magic)?

Where is the Tracker (focus on detection and tracking)?

 

 

Gonna have a conversation with Mr. Mearls.

(Reply to #8)

Azzy1974

TiaNadiezja wrote:
#18

Jordan175

Jul 27, 2014 23:10:26

According to the leaked alpha playtest, warlord has indeed been folded into the fighter's "battlemaster" subclass.

(or so I've heard, as I would never do something as amoral as downloading that and reading it through many sleepless nights )

 

Everything looks preety good, although I am surprised at the absence of the storm sorcerer, as that is specificaly described in fluff intro of the sorcerer class description, posted a few days ago.

#19

Psikerlord

Jul 27, 2014 23:14:29

I really like this list of classes/subclasses. I actually hope they dont bring out any more.... From past experience too much powercreep, overlapping of niches, inadvertant broken combos, etc. There is so much to choose from already, must be more than 20 different subclasses.

 

Doubtless the DMG will provide tinkering rules to tweak a particular subclass more in a certain direction, if you desire.

 

 

(Reply to #9)

Azzy1974

GladiusLegis wrote:
#21

Zappy

Jul 27, 2014 23:16:18

Azzy1974 wrote:
(Reply to #15)

Ashrym

MechaPilot wrote:
#23

MechaPilot

Jul 27, 2014 23:25:25

Ashrym wrote:
#24

Lawolf

Jul 27, 2014 23:27:42

Maneuver fighter starts with 3 superiority dice per short rest. That isn't going to doing anything close to the warlord who can grant actions at-will. 

(Reply to #23)

Ashrym

MechaPilot wrote:
#26

Sling617

Jul 27, 2014 23:38:23

Plaguescarred wrote:
(Reply to #24)

Ashrym

Lawolf wrote:
#28

Orzel

Jul 27, 2014 23:46:57

So we get a monk that is inspired by benders.... But not one inspired by Ryu and Ken?

 

Where is the Way of the Dragon?

This game is called Dungeons and Dragons after all.

#29

2097

Jul 27, 2014 23:47:49

THEMNGMNT wrote:
#30

BoldItalic

Jul 27, 2014 23:49:06

40 subclasses? It's too many. I want fewer!

 

Assuming the average campaign has 8 PC's (allowing for churn), and assuming no overlap, I would have to play through 5 campaigns to experience them all in play. FIve campaigns before November, when the DMG comes out with guidelines for creating custom subclasses and that 40 becomes infinite? It's too much. A guy has to eat and sleep sometimes.

#31

pukunui

Jul 27, 2014 23:49:21

Warlord = battlemaster fighter + valor bard + a feat or two.

 

Orzel wrote:
#32

2097

Jul 28, 2014 0:10:04

2097 wrote:
(Reply to #31)

Youngy

pukunui wrote:
#34

lawrencehoy

Jul 28, 2014 0:18:18

Youngy wrote:
#35

MonsterEnvy

Jul 28, 2014 0:20:11

Lord_Kyrion wrote:
#36

pauln6

Jul 28, 2014 0:38:14

It's a good start, although I'm disappointed that acrobat and storm sorcerer did not make it in as those are two I wanted to use.  It's nice that some more evil class options are going to end up in the DMG.  There is clearly a lot of potential here.  Since I only need a level 3 acrobat I should be able to houserule one from the playtest I suppose.  I'm going to have to houserule my blackflame/shadow magic warlock in any event, so in for a penny...

#37

thespaceinvader

Jul 28, 2014 0:49:28

Well, at least there's a lot of room to expand all the classes except the wizard.

#38

edwin_su

Jul 28, 2014 1:17:45

Plaguescarred wrote:
(Reply to #38)

grendel111111

edwin_su wrote:
(Reply to #10)

AaronOfBarbaria

Saelorn wrote:
#41

Daganev

Jul 28, 2014 1:50:34

Most subclasses appear to be very strong archetypes in their own right. This leads me to two questions.

 

1. Do the Wizard schools express archetypes, or just build options?

 

 2. Does it make more sense to refer to the subclass rather than the main class.  i.e. Is an Eldritch Knight a martial charachter? Should their actions reflect a mastery of magic, with enhanced long jumps, healing, and power, or are supposed to be acting just like a champion but they know a few spells as well, more like a multiclass character.  I feel like the Champion and the Eldritch knight aren't really sharing the same class as much as they are sharing the same base mechanics.  Though I'm not sure if that is true about other subclass archetypes.

#42

Novacat

Jul 28, 2014 1:54:18

Daganev wrote:
#43

The_Hitcher

Jul 28, 2014 2:02:20

Psikerlord wrote:
#44

JohnLynch

Jul 28, 2014 2:20:37

pukunui wrote:
#45

pukunui

Jul 28, 2014 2:29:56

JohnLynch wrote:
#46

Novacat

Jul 28, 2014 2:29:42

JohnLynch wrote:
(Reply to #42)

Daganev

Novacat wrote:
#48

thespaceinvader

Jul 28, 2014 2:47:16

Daganev wrote:
(Reply to #47)

The_Hitcher

Daganev wrote:
(Reply to #48)

Daganev

thespaceinvader wrote:
#51

Grazel

Jul 28, 2014 3:42:11

Daganev wrote:
#52

Daganev

Jul 28, 2014 3:44:50

The only thing the Martial Ranger is missing is an animal companion.

#53

Kravell

Jul 28, 2014 4:11:04

I like that the Cthulhu Mythos is represented by the Great Old One patron for warlocks. Sounds really interesting and otherwordly.

(Reply to #52)

AaronOfBarbaria

Daganev wrote:
(Reply to #54)

Daganev

AaronOfBarbaria wrote:
(Reply to #53)

frothsof

Kravell wrote:
#57

Mephi1234

Jul 28, 2014 4:29:15

I really don't grasp the complaints about all martial rangers.    

 

Just like the paladin and their smites, the ranger has a class ability that uses spell slots to power it - Hunter Marks.   These really don't play like spells, and they give you a significant jump in power when you do use them.    Just consider them to be "uses per day equal to the sum of numbers on this chart."    

 

 

All in all, I am still sad at how many subclasses the wizard and cleric get, and so few for everyone else.    The only comparison is warlock, and only if you consider book, blade, and chain to be part of the subclass counting, which I don't.    I know that they're only focusing on core book stuff at the moment, the styles that have appeared in other core books.   And, yes, wizards could be all school specialists in the core books, and a lot of domains in core books, though these were vastly different in the past.      

 

But still!   Nearly 40% of core book subclasses are being held within 17% of the classes.   That feels lopsided!

 

 

#58

Orzel

Jul 28, 2014 4:32:20
Displays a lack of imagination or a corporate move to sell later books. Why no Thug Fighter (sneak attack and skills)? Now we are stuck crapping up our defense to be a fighter/rogue. No acrobat rogue? No diplomat rogue? No battle rager fighter? No duelist fighter (Dex/Into)? No gladiator fighter (gore into fear)
#59

Mephi1234

Jul 28, 2014 4:30:14

frothsof wrote:
(Reply to #48)

Marandahir

thespaceinvader wrote:
#61

Brimleydower

Jul 28, 2014 4:38:59

edwin_su wrote:
(Reply to #58)

Daganev

Orzel wrote:
#63

TiaNadiezja

Jul 28, 2014 5:10:18
The wizard needed eight subclasses to pull off what the designers wanted. No other class was going to get that many.
(Reply to #63)

Daganev

TiaNadiezja wrote:
(Reply to #53)

Grayn

Kravell wrote:
#66

Mephi1234

Jul 28, 2014 5:37:38

Daganev wrote:
(Reply to #62)

Orzel

Daganev wrote:
#68

ArkPanda

Jul 28, 2014 6:18:01

Of course they want to be able to sell more books.  D&D has already gone out of business once, after all.

 

I think this is a pretty good range for the core PHB.  Plus it sounds like there will be a bunch of anti-hero subclasses in the DMG (which seems odd to me, but whatever).

#69

Arithezoo

Jul 28, 2014 6:28:24

Awesometastic!

 

For everyone asking, "What about this and that?", just wait.  The DMG is going to have tools to build custom subclasses, right?  And I am sure we will see more official subclasses in the future.

#70

masterfat78

Jul 28, 2014 6:45:05

MonsterEnvy wrote:
#71

masterfat78

Jul 28, 2014 6:56:42

Maybe multiclass the ranger into a fighter or barbarian before you get the spells? They claim that most new subclasses will come out in campaign setting material. Will they hold true to that, hard to say. Sad that a full warlord subclass didnt make it into the book, Im guessing we will see alot of edition warring debates caused by the battlemaster. The warlord seemed too me to be the favorite class of the 4th edition group, but Im not shocked considering how mearls and crawford acted like clowns when anyone asked them about the warlord. Anytime mearls uses buisness speech instead of trying to make stupid jokes, you should be wary. Nice to see the arcane trickster, although Im curious to see how if he can mix sneakattack with spells.Wish the would have added a brutalscounderal rogue considering that they cant use strength for sneakattacks anymore, mybe I will house rule that until they add that subclass considering its nueters alot of archtypes.

#72

Chimpadin

Jul 28, 2014 7:00:49

It is a bit of a shame that some classes only have a couple of options, but I can understand that some classes lend themselves to having more branches than others, specifically spellcasters. I'd rather see fewer quality class options that more watered-down ones like 4e had to some extent; So I'm quite happy with this.

 

I'm sure there will be a character options supplement within a 18-24 months. Probably a psionics book as well, if not the same product.

#73

bawylie

Jul 28, 2014 7:03:21

A lot riding on the BattleMaster. 

#74

mellored

Jul 28, 2014 7:09:47

From the fighter L&L (link).

 

Maneuvers allow you to expend a superiority die to take a special action, granting benefits like the following:

  • Grant a bonus attack to an ally in place of one of your own attacks
  • Disarm an enemy
  • Grant an ally advantage on an attack roll against a target
  • Make a counterattack as a reaction
  • Sweep your weapon through an area, damaging several foes with one attack
  • Parry an attack
  • Force an enemy to move
  • Allow an ally to move

 

A warlord-style fighter can take Commander's Strike, Maneuvering Attack, and Rally to serve as an effective combat leader.

 

 

So all the warlord manuvers are there, (assuming rally is a heal) the only question is how many can you get.

 

 

That said, i don't have much hope for the lazylord.

 

#75

UYtrdennis

Jul 28, 2014 7:06:13

Sadly, the wild mage is still the only other Sorcerer option. I really would have liked another bloodline for the sorcerer.

#76

Backlash3906

Jul 28, 2014 7:10:03


The abundance of sub-classes comes as a big relief to me. My biggest reservation about 5E was the front-loading of skill trainings, and having to choose between ability increases and feats was that it would make it harder to develop a character into something unique; to make the play session feel like something developed by the player.

 

Also: ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT!!

 

Now I just hope it has melee/ranged versatility, as Arcane Archer now seems to be absent from the list of feats we saw last week.

#77

mellored

Jul 28, 2014 7:12:13

Looking forward to the shadow monk, assassins, and the bard.

#78

Mephi1234

Jul 28, 2014 7:16:26

UYtrdennis wrote:
#79

Brock_Landers

Jul 28, 2014 7:32:03

So, the Death Domain is in the DMG, but the Necromancy Arcane Tradition is in the PHB.

 

I am most intrigued about the Ancients Oath/Warden/Green Knight, and Shadow Monk (Ninja/Shadow Dancer).

#80

Cerius

Jul 28, 2014 8:05:31

The wizard gets a whole bunch of possible schools, and the cleric has domains, but it isn't so bad for the classes with 'only' two or three subclasses.

 

Barbarian Totem Warriors get to choose what sort of animal(s) they get their power from.

 

Druids of the land get an additional choice in what sort of land they are focused on. If they didn't have the Circle of the Moon their subclasses may have been Forest, Desert, Ocean, Tundra, Subterrainian, Urban ...

 

Monks of the Elements may be able to focus on their elements.

 

My guess is that the Ranger Hunter gets to specialize in the types of creatures they hunt. It would fit with the favored enemy mechanic we saw before.

 

 

And on top of that there are backgrounds, feats and multiclassing options. If the Assassin Rogue, or Shadow Monk aren't enough of a ninja for you you can splash a bit of the other class.

 

 

(Reply to #80)

Orzel

Cerius wrote:
#82

sleypy

Jul 28, 2014 8:49:12

At first I though the DMG was going to be the major release that was going to make or break 5e for me. This article is a little disappointing seeing so few martial subclasses and the fact that the additional subclasses turn them into casters. The maneuver sections is going to have to be pretty beefy section.

 

I am hoping that the features like the knight had during the playtest where it got a 1d4 to charisma checks makes it in as a maneuver. I really liked that version because it had a maneuver that was for the interaction pillar.

#122

Mephi1234

Jul 28, 2014 13:35:22

Marandahir wrote:
#123

sleypy

Jul 28, 2014 13:57:11

Mephi1234 wrote:
(Reply to #141)

Azzy1974

Orzel wrote:
(Reply to #162)

Cennedi

Azzy1974 wrote:
(Reply to #162)

Cennedi

Azzy1974 wrote:
#165

Caliburn101.

Jul 29, 2014 3:08:04

TiaNadiezja wrote:
(Reply to #165)

Daganev

Caliburn101. wrote:
#167

Marandahir

Jul 29, 2014 4:13:53

But the issue is that it seems like while Drow subrace of Elf, and Necromancer subclass of Wizard, will be in the PHB, the Death Domain Cleric is going to join the Blackguard in the DMG.  That's the issue people are harping on: it seems pidgeon-holing, saying that there are enough good Drow and good Necromancers to make the PHB, but not enough good Clerics of Death Gods to do so (there are actually MORE Clerics of reasonable Death Gods than there are of evil ones).

(Reply to #167)

Daganev

Marandahir wrote:
#169

Mephi1234

Jul 29, 2014 5:24:15

Marandahir wrote:
#170

mellored

Jul 29, 2014 5:35:18

Mephi1234 wrote:
#171

Mechatarrasque

Jul 29, 2014 8:00:00

Acrilos wrote:
#172

Mechatarrasque

Jul 29, 2014 8:03:34

TiaNadiezja wrote:
#173

Mechatarrasque

Jul 29, 2014 8:16:06

Speaking of Pathfinder, I would also steal the idea of "evil" death spells being in the Death Domain and "good/neutral" death spells being in the Repose Domain.

 

#174

Grazel

Jul 29, 2014 8:36:19

I suspect the Death domain is partially in the DMG not because it's innately evil but because to a new player or an immature player it may be seen as evil. It's kind of an "advanced options" domain. While the DM and/or player may be able to treat it as more than just the evil adventuer movie bad guy trope there's no guarantee and unlike the domains in the PHB it's the most easily abused and misunderstood. This means the DMG is a good place for it since most players will only have the PHB so unless the DM introduces it as an option they're not likely to even ask about it.

 

Considering some of the apparent merging of various domains I could see the gods of death not having the Death domain unless they're evil, and instead primarily be tied to Life. I suspect Death has also absorbed Evil and possibly Destruction (though I could see that in Tempest as well).

 

Of course it's still up to the DM to decide in their own campaign world if death gods are viewed as evil or not (whether the actual diety is evil doesn't have to match the mortal races' perception of the diety). A subterranean culture with vulnerability to sunlight may see a sun god as "evil" even if the diety is actually good aligned, and any fire-worshipping culture is likely to view a water/sea god as evil, even if the diety themselves isn't. This is one of the reasons I don't care for strict alignments and was glad that 4e (and now apparently 5e as well for the most part) have been alignment neutral in mechanics.

 

I always felt alignment should have been a guide for the character's personality not a mechanic to be manipulated, and while I liked the basic idea of Dragonlance's sliding alignment scale to change alignment based on actions but still felt that it ended up putting too much focus on alignment as a mechanic instead of a roleplaying aid. Good people do bad things and Evil people do good things. Alignment should only shift when they consistently behave like a different alignment so that the stat reflects the roleplay, not the other way around.

#175

ChrisCarlson

Jul 29, 2014 8:45:10

tallric_kruush wrote:
#176

Marandahir

Jul 29, 2014 8:50:06

What I would do for a Raven Queen, Kelemvor, Wee-Jas, Nephthys, etc -type Death-Domain (Repose Domain?  This was in the Deities & Demigods supplement for early 3e, and was meant to be for Death Deities who were different from Nerull, as a sort of "FIX" since Wee-Jas got screwed in the 3.X PHB.  I still feel like this should be the Death Domain, while the Undeath Domain or the Destruction Domain can be the evil-ly one).  Note how it uses Necromancy school spells, but doesn't specifically deal with making undead or evily acts like vampiric touch or animate dead.  It's more about destroying undead and protecting the living, and granting rest to the dead, or allowing the fallen to fight another day. 

 

Cleric Lv – Spell Level – Domain Spells
Lv1 – 1st – wrathful smite, divine favour

Lv3 – 2nd – gentle repose, branding smite

Lv5 – 3rd – feign death, speak with dead

Lv7 – 4th – death ward, banishment  OR else, Aura of Life (hard to choose, all three are very thematic)

Lv9 – 5th – raise dead, reincarnate

 

Now, honestly, I don't know what to give them for a Channel Divinity, since Turn Undead > Destroy Undead is already a part of the Core Cleric class, and having another Undead-beating Channel Divinity would be superfluous.  Maybe a CD that helps you locate undead or acts of necromancy being used? 
 

#177

ChrisCarlson

Jul 29, 2014 8:54:20

Novacat wrote:
#178

mellored

Jul 29, 2014 9:05:33

ChrisCarlson wrote:
#179

ChrisCarlson

Jul 29, 2014 9:27:40

mellored wrote:
#180

Novacat

Jul 29, 2014 9:32:30

ChrisCarlson wrote:
#181

Mephi1234

Jul 29, 2014 9:38:33

Novacat wrote:
#182

GhostStepper

Jul 29, 2014 9:40:59

ChrisCarlson wrote:
#183

ChrisCarlson

Jul 29, 2014 9:43:27

Novacat wrote:
#184

ChrisCarlson

Jul 29, 2014 9:44:17

GhostStepper wrote:
#185

GhostStepper

Jul 29, 2014 9:44:58

Mephi1234 wrote:
(Reply to #183)

AaronOfBarbaria

ChrisCarlson wrote:
#187

tallric_kruush

Jul 29, 2014 10:03:42

ChrisCarlson wrote:
#188

ChrisCarlson

Jul 29, 2014 10:10:57

tallric_kruush wrote:
#189

mellored

Jul 29, 2014 10:12:01

ChrisCarlson wrote:
#190

Mommy_was_an_Orc

Jul 29, 2014 10:20:15

ChrisCarlson wrote:
#191

rethgryn

Jul 29, 2014 10:22:13

TiaNadiezja wrote:
#192

tallric_kruush

Jul 29, 2014 10:24:13

ChrisCarlson wrote:
#193

ChrisCarlson

Jul 29, 2014 10:42:46

tallric_kruush wrote:
#194

Mephi1234

Jul 29, 2014 11:04:09

rethgryn wrote:
#195

Azzy1974

Jul 29, 2014 11:16:22

Well, the Battle Master will (unless there's been a huge change since that document) be able to use a maneuver that sacrifices an attack to allow another character to attack as a reaction.

#196

Novacat

Jul 29, 2014 11:27:04

Azzy1974 wrote:
#197

tallric_kruush

Jul 29, 2014 11:34:59

Looking at the so-called "Alpha" Battle Master, I can see a few ways to potentially houserule it into a form my group and I would better like.

 

Houserules will wait until after we have seen, played and come to grasp the balance of the game; but I can definitely see potential to adjust the class to better suit our preferences.

#198

mellored

Jul 29, 2014 11:46:34

Novacat wrote:
#199

Lawolf

Jul 29, 2014 11:47:50

Azzy1974 wrote:
#200

ChrisCarlson

Jul 29, 2014 11:50:33

Lawolf wrote:
#201

Novacat

Jul 29, 2014 11:54:21

ChrisCarlson wrote:
#202

mellored

Jul 29, 2014 12:03:02

Lawolf wrote:
#203

Mephi1234

Jul 29, 2014 12:04:14

Novacat wrote:
#204

ChrisCarlson

Jul 29, 2014 12:05:59

Novacat wrote:
#205

Lawolf

Jul 29, 2014 12:21:36

Novacat wrote:
#206

Istbor

Jul 29, 2014 12:19:33

ChrisCarlson wrote:
#207

Novacat

Jul 29, 2014 12:24:20

Oh, sorry. Misread the terminology. Perhaps he meant Opportunity Attacks?

#208

ChrisCarlson

Jul 29, 2014 12:27:37

Lawolf wrote:
#209

ChrisCarlson

Jul 29, 2014 12:28:57

Istbor wrote:
#210

Brock_Landers

Jul 29, 2014 12:35:34

ChrisCarlson wrote:
#211

mellored

Jul 29, 2014 12:49:10

Lawolf wrote:
(Reply to #203)

Marandahir

Mephi1234 wrote:
#213

Mephi1234

Jul 29, 2014 15:23:08

Marandahir wrote:
(Reply to #213)

AaronOfBarbaria

Mephi1234 wrote:
#215

Marandahir

Jul 29, 2014 17:00:41

The thing is… what I trust the alpha leak for are CONCEPTS.  When you say, "don't trust the Alpha leak," it's like saying, all of it is suspect.  When really, a lot of it is probably in the final version, it's just that it's not a "working" version of the game.  Just hints at what is to come.

(Reply to #196)

Azzy1974

Novacat wrote:
#217

Sturmunddrang

Jul 29, 2014 19:14:26

AaronOfBarbaria wrote:
#218

Ashrym

Jul 29, 2014 23:45:23

mellored wrote:
(Reply to #217)

Azzy1974

Sturmunddrang wrote:
#220

Mommy_was_an_Orc

Jul 30, 2014 7:58:55

Azzy1974 wrote:
#221

Daganev

Jul 30, 2014 9:16:07
It seems archery going from +1 to +2 is something players would feel greatly But someone watching would not.
(Reply to #220)

Ashrym

Mommy_was_an_Orc wrote:
#223

mellored

Jul 30, 2014 10:38:10

Ashrym wrote:
(Reply to #223)

Ashrym

mellored wrote:
(Reply to #217)

AaronOfBarbaria

Sturmunddrang wrote:
#226

mellored

Jul 30, 2014 12:51:07

800 changes / 21601 *elements = 3.7%.

 

 

*800 i'm taking from the above posters, i didn't count.

 

*Elements that have "a" in them.  The compendium wouldn't let me do a blank search.

It also doesn't include basic rules.

 

 

So it's probably closer to 3.5%.

(Reply to #226)

AaronOfBarbaria

mellored wrote:
#228

Luis_Carlos

Jul 31, 2014 2:14:41

I wish for a open door for a supernatural assasin in the future, maybe with a special game mechanic, like the mysteries used by the shadowmancer from 3.5 Tome of Magic.

 

The idea of variant classes isn´t like subclasses. The subclasses are extra free pack of class features, but the variant classes is more exclusive, you get a special pack of class features but you must reject some previous class features from standard class.. and the marketing ought to present variant classes with the same "illusion" or wish like the stardard classes. 

 

Are possible variant classes to be especially used for any modules? 

#229

Grazel

Aug 01, 2014 19:00:31

Yeah some of those 800 changes were significant. One of them was an entire rewrite of how stealth worked which had a major impact on how the rogue class worked. This was needed because of a nasty combination allowed a rogue to take out Orcus without risking being hit ever. Even though the overall level of changes to stealth weren't drastic they closed up some very unabalanced rogue behavior. A change doesn't need to be "large' (text-wise) to be "large" in how it affects gameplay. The magic missile changes someone mentions were another example, they gave the wizard back an auto-hit at-will spell so they did more consistent damage, but at a lower potential per hit.