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7 months ago ::
Oct 29, 2012 - 6:27PM
#91
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With Mage Armor and Shocking Grasp at will, at early levels the Wizard is a better melee class than the Rogue.
...whatever
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7 months ago ::
Oct 29, 2012 - 6:29PM
#92
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Date Joined:
Jan 13, 2009
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@thecasualoblivion yeah the guy who is spending two resources to outshine the guy who was made to lurk around and avoid direct confrontation is a better melee class
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7 months ago ::
Oct 29, 2012 - 6:35PM
#93
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They're at-will. What resources? The Rogue doesn't even have the option to duke it out on the same level.
...whatever
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7 months ago ::
Oct 29, 2012 - 6:36PM
#94
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Date Joined:
May 17, 2008
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Anyone know why some of the niftier manuvers from the previous packet didn't make into this one for the Fighter? I'm houseruling one manuver in for pushing, prone, and grabbing.
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7 months ago ::
Oct 29, 2012 - 6:36PM
#95
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@thecasualoblivion yeah the guy who is spending two resources to outshine the guy who was made to lurk around and avoid direct confrontation is a better melee class
Those "two resources" are level 0 spells. The Wizard gets 3-4 of these at any given time, even before specialties (assuming the Magic User specialty is still there. I haven't looked yet). The Wizard also gets his higher level spells.
On the other hand, the rogue has to spend his one maneuver on sneak attack. He doesn't get another maneuver until 4th level. He has no other abilities. And he's still worse.
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7 months ago ::
Oct 29, 2012 - 6:36PM
#96
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Anyone know why some of the niftier manuvers from the previous packet didn't make into this one for the Fighter? I'm houseruling one manuver in for pushing, prone, and grabbing.
Those are all now general combat maneuvers, in the how to play pdf. Use an action for opposed str/dex checks.
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7 months ago ::
Oct 29, 2012 - 6:36PM
#97
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Date Joined:
Apr 15, 2001
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He is actually right though as the wizard now has d6 hit dice and similar/identical AC.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
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7 months ago ::
Oct 29, 2012 - 6:39PM
#98
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Mage Armor is 12+dex, Leather is 11+dex. Shocking grasp lets you move away without an opportunity attack. Thunderwave is an encounter power.
...whatever
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7 months ago ::
Oct 29, 2012 - 6:41PM
#99
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Date Joined:
May 17, 2008
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Anyone know why some of the niftier manuvers from the previous packet didn't make into this one for the Fighter? I'm houseruling one manuver in for pushing, prone, and grabbing.
Those are all now general combat maneuvers, in the how to play pdf. Use an action for opposed str/dex checks.
I noticed. I'm still putting those in as things the fighter can do as part of an attack by spending a die. He has to pick them up, but they're now options instead of just grabbing a guy like everybody else.
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7 months ago ::
Oct 29, 2012 - 6:44PM
#100
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Date Joined:
Dec 21, 2011
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They're at-will. What resources? The Rogue doesn't even have the option to duke it out on the same level.
A halfling rogue (shortsword) or elven rogue (shortbow) will both do 1d8+3+1d4 if monster is engaged with another PC. That's not too bad. At least now, the rogue does not have to waste a round hiding if monsters are engaged with a PC. Also, if the rogue comes out of hiding or attacks first, he can attack at advantage so he's much more likely to hit than the wizard (or even the fighter) for at least that attack.
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