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Switch to Forum Live View Legends & Lore: Class Design Concepts
6 months ago  ::  Dec 02, 2012 - 11:02PM #1
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,517
Legends & Lore
Class Design Concepts

By Mike Mearls

Mike has read your feedback from the latest playtest packet, and he’s sharing what the team is doing to incorporate the constructive criticism you all provided. Come take a look.

Talk about this column here.

This Week in D&D
Yan
Montréal, Canada
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6 months ago  ::  Dec 02, 2012 - 11:13PM #2
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,571
I gotta say I dislike the wizards change in casting style.  the whole thing about letting them prep three 5th level spells and then casting the same one three times is kinda no fun. to me I like the choose intelligently aspect of wizards, but a simple house rule to insert if I really feel the need though i think this may be able to grow on me.  Other than that though things sound good.  Like that something else is being used for turning,but the channel energy to heal has to be way way better because that is far too little healing coming out of that feature.  Though I may be wrong we'll see.  The rogue changes sound exactly like what I wanted.  Also like to hear the increase in number of spell slots.  I think my players were especially adamant about that complaint (and the turn undead complaint).
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6 months ago  ::  Dec 02, 2012 - 11:18PM #3
Chakravant
Date Joined: Jan 9, 2012
Posts: 1,812
I do like the fact that parrying isn't being taken away from other classes so much as Fighters are getting their own special improved version.

I am a little confused, though.  Wasn't it only a week or two ago that they said only Monks and Fighters were going to get maneuvers?  Have maneuvers and ED been separated from each other, so that Rogues have the latter but not the former?  Have the developers changed their mind in such a relatively small amount of time? 
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6 months ago  ::  Dec 02, 2012 - 11:21PM #4
FallingIcicle
Date Joined: Jun 28, 2006
Posts: 974
I'll admit I've been a bit depressed lately, but I feel alot better after reading this article.

I like that rogues will be able to exchange sneak attack for other options. I'm not sure how happy I am that they're still going to have expertise dice, but we'll see what happens. I like the sound of maneuvers that let you trick your foes into bad positions. I'm not sure I like that sneak attack damage requires giving up advantage on the attack, but we'll see how it plays out. The only thing mentioned about rogues that really concerns me is getting bonus dice on skill checks.

The changes to spellcasting in particular sound great. At-will spells need to scale to keep pace with expertise dice, so I'm glad this is being implemented. The ability to cast spells in armor if you're proficient in it is also excellent. I'm also very happy to see the gold cost on rituals go. I'm also very happy to see that wizards can "spontaneously" cast their prepared spells now, like clerics. This is a change that I've wanted to see for some time.

I don't like turn undead being something all clerics have, though the "healing pool" thing sounds pretty interesting. Hopefully it will allow the cleric to spend his daily spells on something other than healing spells. I just hope that, like rogues and sneak attack, clerics will be able to exchange turn undead for something else, if they wish.

I don't like parry being a fighter-only mechanic, but it's hardly a dealbreaker. I am happy to hear that expertise dice might be reduced at higher levels, though. It needs to be!
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6 months ago  ::  Dec 02, 2012 - 11:23PM #5
Mand12
Date Joined: Jun 17, 2010
Posts: 16,948
If rogues are less durable than fighters, then they need to do more damage.  Period.

Now, durability can take many forms.  If these sorts of tricks and maneuvers actually lead the rogue to being more durable than the fighter, then that's worth the damage tradeoff. 

Of course, then the fighter's design is in a wonky place.  But even putting that aside, you're already trading damage for tricks to make you more durable.  Unless those tricks are putting the enemy at a severe disadvantage, the way controller effects like wizard spells do, just letting the rogue survive the front lines with a cruddy HD and light armor while doing less damage than the fighter is just not going to work.

I know you're all big into the "fighters are best at fighting" thing, but that doesn't leave much room for anyone who fights but isn't a fighter.
D&D Next = D&D:  Quantum Edition
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6 months ago  ::  Dec 02, 2012 - 11:28PM #6
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,571

Dec 2, 2012 -- 11:23PM, Mand12 wrote:

If rogues are less durable than fighters, then they need to do more damage.  Period.

Now, durability can take many forms.  If these sorts of tricks and maneuvers actually lead the rogue to being more durable than the fighter, then that's worth the damage tradeoff. 

Of course, then the fighter's design is in a wonky place.  But even putting that aside, you're already trading damage for tricks to make you more durable.  Unless those tricks are putting the enemy at a severe disadvantage, the way controller effects like wizard spells do, just letting the rogue survive the front lines with a cruddy HD and light armor while doing less damage than the fighter is just not going to work.

I know you're all big into the "fighters are best at fighting" thing, but that doesn't leave much room for anyone who fights but isn't a fighter.





if fighting is the core of your character play a fighter. if deception/trickery/dishonesty is at the core of your character play a rogue.  I actually enjoy the distinction.

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6 months ago  ::  Dec 02, 2012 - 11:30PM #7
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493

Dec 2, 2012 -- 11:23PM, Mand12 wrote:

If rogues are less durable than fighters, then they need to do more damage.  Period.

Now, durability can take many forms.  If these sorts of tricks and maneuvers actually lead the rogue to being more durable than the fighter, then that's worth the damage tradeoff. 

Of course, then the fighter's design is in a wonky place.  But even putting that aside, you're already trading damage for tricks to make you more durable.  Unless those tricks are putting the enemy at a severe disadvantage, the way controller effects like wizard spells do, just letting the rogue survive the front lines with a cruddy HD and light armor while doing less damage than the fighter is just not going to work.

I know you're all big into the "fighters are best at fighting" thing, but that doesn't leave much room for anyone who fights but isn't a fighter.



At least that gives Wizards a reason to do a lot of damage

My two copper.



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6 months ago  ::  Dec 02, 2012 - 11:31PM #8
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493

The biggest change for wizards is that we are going to separate spell preparation and spellcasting. You can prepare a number of spells, let's say three, for each level you can cast. When you cast a spell, you pick any spell you have prepared and spend the corresponding spell slot to cast it. This mechanic mirrors the flexibility we gave to clerics.



My favorite part! A new age take on spell prep! Sweet! 

My two copper.



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6 months ago  ::  Dec 02, 2012 - 11:34PM #9
Hipster_Cat
Date Joined: Dec 2, 2011
Posts: 3,786
So spell slots for wizards will work like spell points with prep added? Sounds like the psionic Erudite.
République du Plateau, Montréal, Québec
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6 months ago  ::  Dec 02, 2012 - 11:35PM #10
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493

Dec 2, 2012 -- 11:34PM, Hipster_Cat wrote:

So spell slots for wizards will work like spell points?



Kind of? Think of it more like a 3.5 sorcerer who has to choose which spells he knows at the beginning of the day.

My two copper.



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