August 2nd Class Update
Aug 6, 2013 20:48:32 GMT -8
Post by rickno7 on Aug 6, 2013 20:48:32 GMT -8
I'm gonna keep the train going. We got some discussion in the last update. If the class changes were minor, I probably would have skipped this update, but the class changes were pretty huge. I will go class by class but there are a couple of things that should get their own dedicated section/paragraph
EXPERTISE
Expertise is a sort of wild dice added to certain ability checks. Which ability check is used depends on the class, a few of them offer you choices. It starts with adding a 1D6 to the roll, and as the PC increases in level that dice changes to a D8 and up. The classes that get Expertise are Fighter(only in the Knight Path), Monk, Ranger and Rogue
Paths
All classes now have paths to choose from that work like MMORPG skill trees. This obviously gets more into the class mechanic and abilities, but they also try and solve a few cultural and story complaints. What do I mean by that? Well look to the Barbarian and Paladin sections.
Barbarian
One of the big complaints about the Barbarian class was that it was a one trick pony. Some people(myself included) thought that for lore reasons that the class should just be renamed berserker. Well, their path choices address this now. You can choose, so far, between the berserker path and totem warrior. The berserker is the traditional D&D barbarian, with rage and fury abilities. The Totem warrior is a different kind of barbarian, the kind that focuses on primitive tribal idols that they can bind to themselves for special abilities. There are abilities shared between them, so the Totem Warrior is not 100% free of the old style barbarian class, but at least calling the class Barbarian makes more sense now.
I love these changes. Totem warrior barbarians are now near the top of my list.
Cleric
The big change in cleric is one of "fairness". The Cleric paths(Divine Domains), like all other classes, now vastly decides the abilities of the cleric. In the older style you would choose a deity type, and so you had lots more path choices than all other classes(except maybe Wizard). They are combining and streamlining your choice so that clerics have a handful of paths to choose from, more on par with the other classes. For this packet you get to choose a Domain of Light, Domain of War and a Domain of Life. Also they propose that one deity could grant several domains, so the choice of cleric isn't so reliant on choosing the deity.
I'm indifferent to these changes.
Druid
The change in druid is the separation of their powers into paths and further makes the choice much more specialized in their abilities. At low level you get the beginnings of the nature based spells and some useful shapeshifting. Then you decide if you want to go down the nature spell caster path(circle of the land) or a sort of battle based shapeshifter path(circle of the moon).
I like that there is a clearer separation of powers here. What I do not like is the land type choice you make as a Circle of the Land druid. It seems that in this packet they want to streamline choices and this seems "old packet". I would rather the Spells of the Land be based one what "land" type the druid is currently on. Less spells, but they change depending where you are. Sort of a Geomancer from FFTactics.
Fighter
The fighter paths are called Martial paths. Instead of choosing from a set of abilities, you choose your path and the abilities are chosen for you depending on your path. Now the wild dice "currency" abilities are called "Superiority" and only the Path of the Gladiator gets them. The Path of the Knight grants you better defense abilities and you gain an Expertise dice to your Charisma. For those that scoff at the cool "modern" play style of the Gladiator or the Knight can choose the Path of the Warrior. They function like older style Fighters, with bonuses to hit, armor bonuses and basic advancement.
I do not like these changes. I think all paths should use the Superiority dice because that's my favorite thing about D&D 5th and the reason I gave it more of a chance lately. The Knight seems half assed and I don't like that now only Fighters can be Knights as they removed Knight from backgrounds. Also the fact that at level 19 you attract other fighters to become knights in your order seems thrown in at the end without thought. Rename this path and give them defense abilities that use the Superiority dice in a way that Gladiators(you know what, change this one's name too) do not. The Warrior path I'm fine with, some people like those kinds of fighters.
Mage(Formerly Wizard)
They get a name change. Also their paths are based on the old school "Schools". That is going to give them a lot of paths.
They should generalize them somehow and grant some real abilities, not just spell specialization. They just feel boring compared to other casters, even the Clerics are getting more adjustments and shake ups.
Monk
They are just playing with what their paths do, no huge shake ups from the last packet outside of adding Expertise.
Paladin
Big changes for Paladins as they are now defined not by their ability to be divine, but by the fact that they take and receive abilities according to their "Oath". They only present them with an Oath of Devotion in this packet. This Oath gives them their holy mount, and their ability to channel divine power like the Cleric.
This is my own speculation, but since the Oath of Devotion Path is what grants them their holy powers, we may see other Oaths that fit the non-divine style of Paladin. Maybe something more akin to Roland and his peers.
Ranger
They gained an expertise dice bonus. It is much more clear that "Hoarde Breaker" is the two weapon style of ranger and "Dragon Slayer" is the bow based Ranger.
Dragon Slayer is still too specialized for me. Hoard Breaker mentions that just about any monstrous humanoid is part of the hoard, that's quite a few more creature types than the Dragon Slayer. They are also getting farther and farther from "Ranger is a fighter with some divine spell casting", and I approve of that.
Rogue
Rearrangement of what's in a path. You have assassins and thievery to choose from in this packet for paths, and they include more abilities but you get less choice. This fits in with the overall idea of streamlining the ability paths of classes.
I'm indifferent to the changes. Rogues that are used to the more choices they got before this packet may not like that they have less choices this packet, but it surely is not the final list of paths.
EXPERTISE
Expertise is a sort of wild dice added to certain ability checks. Which ability check is used depends on the class, a few of them offer you choices. It starts with adding a 1D6 to the roll, and as the PC increases in level that dice changes to a D8 and up. The classes that get Expertise are Fighter(only in the Knight Path), Monk, Ranger and Rogue
Paths
All classes now have paths to choose from that work like MMORPG skill trees. This obviously gets more into the class mechanic and abilities, but they also try and solve a few cultural and story complaints. What do I mean by that? Well look to the Barbarian and Paladin sections.
Barbarian
One of the big complaints about the Barbarian class was that it was a one trick pony. Some people(myself included) thought that for lore reasons that the class should just be renamed berserker. Well, their path choices address this now. You can choose, so far, between the berserker path and totem warrior. The berserker is the traditional D&D barbarian, with rage and fury abilities. The Totem warrior is a different kind of barbarian, the kind that focuses on primitive tribal idols that they can bind to themselves for special abilities. There are abilities shared between them, so the Totem Warrior is not 100% free of the old style barbarian class, but at least calling the class Barbarian makes more sense now.
I love these changes. Totem warrior barbarians are now near the top of my list.
Cleric
The big change in cleric is one of "fairness". The Cleric paths(Divine Domains), like all other classes, now vastly decides the abilities of the cleric. In the older style you would choose a deity type, and so you had lots more path choices than all other classes(except maybe Wizard). They are combining and streamlining your choice so that clerics have a handful of paths to choose from, more on par with the other classes. For this packet you get to choose a Domain of Light, Domain of War and a Domain of Life. Also they propose that one deity could grant several domains, so the choice of cleric isn't so reliant on choosing the deity.
I'm indifferent to these changes.
Druid
The change in druid is the separation of their powers into paths and further makes the choice much more specialized in their abilities. At low level you get the beginnings of the nature based spells and some useful shapeshifting. Then you decide if you want to go down the nature spell caster path(circle of the land) or a sort of battle based shapeshifter path(circle of the moon).
I like that there is a clearer separation of powers here. What I do not like is the land type choice you make as a Circle of the Land druid. It seems that in this packet they want to streamline choices and this seems "old packet". I would rather the Spells of the Land be based one what "land" type the druid is currently on. Less spells, but they change depending where you are. Sort of a Geomancer from FFTactics.
Fighter
The fighter paths are called Martial paths. Instead of choosing from a set of abilities, you choose your path and the abilities are chosen for you depending on your path. Now the wild dice "currency" abilities are called "Superiority" and only the Path of the Gladiator gets them. The Path of the Knight grants you better defense abilities and you gain an Expertise dice to your Charisma. For those that scoff at the cool "modern" play style of the Gladiator or the Knight can choose the Path of the Warrior. They function like older style Fighters, with bonuses to hit, armor bonuses and basic advancement.
I do not like these changes. I think all paths should use the Superiority dice because that's my favorite thing about D&D 5th and the reason I gave it more of a chance lately. The Knight seems half assed and I don't like that now only Fighters can be Knights as they removed Knight from backgrounds. Also the fact that at level 19 you attract other fighters to become knights in your order seems thrown in at the end without thought. Rename this path and give them defense abilities that use the Superiority dice in a way that Gladiators(you know what, change this one's name too) do not. The Warrior path I'm fine with, some people like those kinds of fighters.
Mage(Formerly Wizard)
They get a name change. Also their paths are based on the old school "Schools". That is going to give them a lot of paths.
They should generalize them somehow and grant some real abilities, not just spell specialization. They just feel boring compared to other casters, even the Clerics are getting more adjustments and shake ups.
Monk
They are just playing with what their paths do, no huge shake ups from the last packet outside of adding Expertise.
Paladin
Big changes for Paladins as they are now defined not by their ability to be divine, but by the fact that they take and receive abilities according to their "Oath". They only present them with an Oath of Devotion in this packet. This Oath gives them their holy mount, and their ability to channel divine power like the Cleric.
This is my own speculation, but since the Oath of Devotion Path is what grants them their holy powers, we may see other Oaths that fit the non-divine style of Paladin. Maybe something more akin to Roland and his peers.
Ranger
They gained an expertise dice bonus. It is much more clear that "Hoarde Breaker" is the two weapon style of ranger and "Dragon Slayer" is the bow based Ranger.
Dragon Slayer is still too specialized for me. Hoard Breaker mentions that just about any monstrous humanoid is part of the hoard, that's quite a few more creature types than the Dragon Slayer. They are also getting farther and farther from "Ranger is a fighter with some divine spell casting", and I approve of that.
Rogue
Rearrangement of what's in a path. You have assassins and thievery to choose from in this packet for paths, and they include more abilities but you get less choice. This fits in with the overall idea of streamlining the ability paths of classes.
I'm indifferent to the changes. Rogues that are used to the more choices they got before this packet may not like that they have less choices this packet, but it surely is not the final list of paths.