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Switch to Forum Live View I'm a little disappointed with specialities.
7 months ago  ::  Oct 29, 2012 - 6:59PM #1
Zeldafan42
Date Joined: Sep 25, 2008
Posts: 385
I was a huge, huge fan of packet two and the direction they were taking specialities, and now that I see packet three, I'm disappointed.

Specialities and feats have taken a huge step backwards. They've gone from being really flavourful in-universe concepts to minor boosts to your character. In packet two, the idea of making a Rogue with the Magic-User speciality was exciting and created interesting story hooks. In packet three, the Arcane Magic speciality is pretty much useless to a Rogue, and all the exciting ideas that were possible before are gone.

In fact, that's another one of my complaints when it comes to specialities. Gone are evocative names like "Jack-of-all-trades" or "Survivor" or "Acolyte". Instead, we have "Skill Specialist", "Endurance Specialist", and "Divine Magic Specialist." No longer do I feel like I'm further defining my character's role in the world. Now I feel like I'm just making the "better" at something.

And the loss of this "flavour first" focus that the old specialities had makes me worried that now they've opened the gate to feat bloat again. Now you barely need any flavour justification to make a bunch of feats, so they can crank out more of them.
D&D Experience Level: Relatively new
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7 months ago  ::  Oct 29, 2012 - 7:04PM #2
Bitharne
Date Joined: Oct 27, 2012
Posts: 88
Whole heatedly agreed. I sincerely hope this is "low power" test just for grins on wizards' part. Cuz from what I've read it is just awful...granted I haven't read it all and I'll revise if I see some interesting things.

Just sad cuz the last packet was just soooo awesome and this one is beyond poor (so far).
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7 months ago  ::  Oct 29, 2012 - 7:08PM #3
Nelyo
Date Joined: Jul 25, 2003
Posts: 971
And the thing is, the specialties in packet two weren't even really powerful (with the glaring exception of Guardian and maybe Healer), but they were flexible and flavorful enough that they were interesting despite the fact that there was nary a damage bonus to be had.
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7 months ago  ::  Oct 29, 2012 - 7:09PM #4
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,345
 They got rid of defneder because it was broken.
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 - 7:18PM #5
Rhenny
Date Joined: Dec 21, 2011
Posts: 1,557

Oct 29, 2012 -- 7:09PM, Zardnaar wrote:

 They got rid of defneder because it was broken.




Broken and redundant when using protector expertise dice.


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7 months ago  ::  Oct 29, 2012 - 7:30PM #6
DragonGuardian
Date Joined: Jul 2, 2008
Posts: 355
I miss the flavor and the changes to Magic-User and Acolyte. I mean "Divine Magic Specialty" is cool and it grants more healing but they've changed them from light multiclass specialties too... kind of bland. The new magic-user is pretty much just for wizards and the new acolyte is only the healing side of divine magic.

That said most of the specialties are mechanically more usable for the most part.

Still they were my favorite part last packet and I am a little let down this go around. 
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7 months ago  ::  Oct 29, 2012 - 7:32PM #7
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,345

Oct 29, 2012 -- 7:18PM, Rhenny wrote:

Oct 29, 2012 -- 7:09PM, Zardnaar wrote:

 They got rid of defneder because it was broken.




Broken and redundant when using protector expertise dice.





 It wasn't redundent though as it stacked with protector. My entire party took it except for the rogue. She would have taken it as well if he could have used shields.

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 - 7:39PM #8
greatfrito
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Date Joined: Jun 27, 2004
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These "specialties" are a massive, massive disappointment, and nearly a complete divergence from the aspects of "Themes" that were actually exciting and interesting.
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7 months ago  ::  Oct 29, 2012 - 7:44PM #9
The_Jester
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Date Joined: Nov 1, 2003
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The names are terrible. I imagine they wanted to make them less of something you added as an adjective to your character and more a pre-built package of feats. 
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7 months ago  ::  Oct 29, 2012 - 7:45PM #10
greatfrito
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These are one of the parts of this packet where I... just don't get the changes.
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(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

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