Barbarian
Rage - you can Rage as a bonus action, a number of times = your proficiency mod; it lasts for 1 min at most (10 rounds of combat), but ends early if you: are unconscious, do not attack an opponent or take damage for a turn, or if you choose to end it. While raging you: have Advantage on Str checks and saving throws, add damage to melee weapons that use Str, are resistant to Bludgeoning/ Piercing/ Slashing weapons, and you cannot cast spells or wear heavy armor.
I have never really liked the idea that "rage" can be controlled, that you start and end it at will. That seems too tame, too domesticated for an ability that should be wild and primal. Rage is quite the combat ability, it lasts for the whole fight and you can use it twice (to start), and it gives both offensive and defensive bonuses. The drawbacks are minimal, in fact basically non-existent. You don't gain any bonuses to Dex-related actions or weapons, not a big deal. You can't wear heavy armor, which kind of matters when not raging (or would if not for your other ability below), but when raging your damage resistance is quite a nice benefit. And you can't cast spells, which you shouldn't really need since you can hew foes limb-from-limb. It seems like a very powerful ability.Unarmored Defense - when you're not wearing any armor (but shield ok) add your Con mod to your AC.
This reinforces the "lightly armored" fighter motif, adding your Con on top of you Dex mod. Light armor is 11 or 12 base AC, and you should easily have a +2 Con mod if you're going to be a Barbarian, so you'll have at least the same AC as wearing light armor [if you have a 0 Con mod you picked the wrong class]. Medium armor goes from 12 - 15 base AC but limits your Dex mod to +2 (14 to 17 max with mod then); so if you went high-Dex and high-Con you should be able to get to Medium armor AC. Heavy armor goes from 14 to 18 with no mods, and you should be able to hit 14 easy enough, maybe even 16. Plus you can still use a shield for the extra +2 from that. So even without armor you should have about as good an AC as being armored.
Bard
Spellcasting - can cast spells, but is limited in the number of spells known. Every level (except for 3 of them) you gain more spells, and every 2 levels you access a higher tier of spells (which also have "levels," confusingly), but you are limited in the number of spells you can choose from and know.
Spells are weird, there are 8 (of the 12) classes that can cast spells to some degree, and they vary by weird, hard-to-understand degrees. It's complicated enough that I'm going to go over it in another post.Bardic Inspiration - you can give one ally a bonus d6 to add to a roll (within 10 min of recieving it, only one at a time) your Cha mod times between longs rests (basically "per day"). The die increases over time.
This ability is the worst ever for a class that tends to have marginal abilities. One person, really, just one person gets inspired by your music - everybody else is bored and wishes you'd shut up? This ability sucks, both because it doesn't make any logical sense and because it's so under-powered.
Also, why have Bards always had both spellcasting and "bardic inspiration"? Shouldn't they just have spells that duplicate the inspiration abilities? That seems like it would make more sense.
Cleric
Spellcasting - again, I'll cover spells next post.
Divine Domain - again the sparse nature of the SRD creates a headache, as there is only 1 domain described, so trying to ascertain what power level would be appropriate is difficult. But, from what little we see, the domain gives 2 spells prepared (not more to cast, just more to choose from), proficiency with heavy armor (for a healer? I kind of see it and I kind of don't), and increases the effectiveness of all healing spells.
In all, the domain does seem to do some useful stuff, and has an effect throughout the character's career. Unlike previous versions, you only get one domain, which does seem to reduce your deity to a stereotype instead of a nuanced story element. that might be a good thing for players who want the simple "heal and fight" cleric, but those who would like some more role-playing depth to the class might be disappointed (or, at least there is little mechanical depth to go with whatever RP elements you make up yourself).
Druid
Druidic Language - you can speak and write a secret language.
Okay, what the hell? Yeah, having a secret language can be a benefit (if the GM puts the right NPCs around, or if multiple players take the same class), but is it really enough of one to qualify as a class ability? This is why I'm listing and comparing the abilities, I want to understand what kind of powers the designers consider appropriate for each level, and this one baffles me. It seems way too weak to be a class ability and more like a Background element. Also, what the hell is the purpose of putting a DC to detect a secret druidic message even if you can't read the language? How the hell would you know it's a message if you can't understand it? Not very secret if literally anybody can go "oh, that? yeah, that's a druidic message, don't know what it says though." The additional stupidity on top of the questionable ability is maddening.Spellcasting - you know, if spells (and by extension magic) are going to be so common why not go the Earthdawn route and say that every class uses magic, just in a different way?
I have to admit, I am also wondering about the difference between a Druid and nature Cleric and if they really need to be different classes? It seems the Druid should be more like a shaman, talking to spirits, but they don't really have that feel. I dunno... maybe it's just me.
Fighter
Fighting Style - choose from a list of bonuses with certain weapons or ways of fighting. Generally a small bonus to hit, or damage, or defense/AC.
This feels like the meat-and-potatoes of the fighter, being the best with weapons and situations, but by default you can only choose one. Again, previous editions are messing with me here, generally the fighter was the one who had a whole lot of combat options so seeing them reduced to just one feels weird. Also, I'm detecting a general trend throughout the classes that each gets one main ability that grows over time and one minor ability that provides a relatively small and static bonus. In which case, this is baffling for the fighter. If you gained a new style every 2 levels you would parallel all the spellcasters who gain a new tier of spells every 2 levels - but you don't. Why not? Even the Barbarian's Rage increases over time/levels.Second Wind - you can heal once in-between any rest (short or long)
This works, as the minor backup ability it is not super strong, and it fits the archetype, you can stay in the fight longer than anyone else (before resorting to magic).
Monk
Unarmored Defense - with no armor or shield add your Wis mod to AC.
This is like the Barbarian, basically you've got the same AC without armor as most other classes do with it. It makes me wonder though, how much of a benefit is that? What downsides are there to wearing armor? It takes time to put on or take off, that might be bad in some limited circumstances. It costs money, but most classes who can wear it get it for free, and in most every game on earth money is only a short-term problem (since making a balanced RPG economy appears to be impossible). Some types do give a penalty to stealth, which only matters if that's what you're doing - and the Barbarian does not seem like a stealth class, the Monk a little more-so, but really the Rogue is going to be the sneaky one. Armor does have a weight, again though, how much of problem is that really? Assuming you even track it, since most games I've ever played ignored encumbrance (honestly, just how much dramatic potential is there in encumbrance?). Anyways, this is a useful ability in it's way, I'm just starting to wonder what it really means if non-armored characters have about the same ACs as armored characters - what's the point then? They are not really different in any meaningful way I can detect. Again, maybe this just bugs me and not anybody else.Martial Arts - you gain special abilities with any "monk weapon" which are all simple melee weapons that don't have the heavy or two-handed properties - and shortswords. With these monk weapons you can: use Dex instead of Str for hit and damage, change the damage die type according to a table (which increases over time), and make an unarmed strike as a bonus action.
Okay, umm... what to say about this one. This is the "main" ability, the one that's going to grow over time, and it's pretty weak in a lot of ways. First, the definition of "monk weapons" is passable - but falls short of any actual martial arts style (well, okay, given how badly generalized the weapons are, I guess it's that terrible - but the dojo fight in Crouching Tiger, Hidden Dragon is playing in my mind, though you could argue that was between two Fighters or a Monk and Fighter). Also, the little note that nunchaku are just re-named clubs and use the club stats - uh... wow.... no. Big no there. Here's the easiest way to dispel that one, what are the odds of hitting yourself when swinging a club? Now compare that to the odds of hitting yourself with nunchaku. Seriously, that's one of those comments that tells you the person has never done the thing they're talking about (while not a nunchaku expert by a light-year, I have swung the damn things and discovered how tricky they are to use properly). This goes with the whip and blowgun as lumping weapons together for simplicity in a bad way.
The damage is a joke. There are 9 weapons that qualify as "monk," 5 of them do more damage (d6) than the starting d4 - the others do the same damage. So you literally cannot notice this ability at first level. It takes until 5th level to see the difference (somewhat), and until 11th level (half your entire career, the chart stops at 20 after all) for an across-the-board benefit.
The free "finesse" (use Dex instead of Str) is okay, there is only 1 monk weapon that already has it, so you add it to most of them.
The bonus unarmed strike is also okay, but just feels a little weird. Even if using a weapon, you don't make an extra weapon attack, it's an unarmed attack. So instead of hitting somebody again with your enchanted dagger you're going to punch them? It's another one of those things that I can see the reason for, and at the same time I kind of question the reason for. If that unarmed attack can be changed to a maneuver (trip, disarm, etc) I'd see it a lot more (not sure if there's an ability to do that though).
I'm not very fond of this ability. It's one of the cornerstones of the Monk's definition, and it is okay but not great - and I'm picturing it next to the Barbarian's Rage and the Fighter's Fighting Style. The Barb has a lot higher modifiers, but is limited to just 2 fights (at first, that goes up though), while the Monk and Ftr are small but constant - that seems balancing, but still, I don't know. I almost feel like this is better than the Fighter's Styles, and actually, it is - while the Monk starts a little weak, they do at least grow over time while the Fighter is a one-and-done.
Paladin
Divine Sense - you can detect and celestial, fiend or undead within 60 feet and not behind total cover. You know the type (broadly, literally just "celestial," "fiend," or "undead") but not the specific identity. You can also detect any area that has been consecrated or desecrated via spell. Usable 1 + Cha mod per day (long rest).
Okay, every part of this bugs me. 60 feet is a semi-decent range, kinda close, but only if the creature isn't in total cover? Why? What are you doing to sense this then? So a zombie behind you, got it, but one behind a door, nope... ? Again, why not if your sight doesn't enter into it (again, behind you is not forbidden) ? And I'm reading this as they wrote it, that you can only detect "undead" and not "vampire." That may be bad writing in the rules, since "Lestat" is forbidden (granted, they use "Strahd"). So what you ask- well different types of undead have different types of abilities, so knowing "zombie" or "vampire" is actually helpful (heck, even just "weak" undead or "strong" undead). The spell is fine, though you should also be able to detect the deity the area has been devoted to, IMHO. And lastly, why the per-day usage? First, it's not like the ability is so powerful, it can only detect 3 kinds of monsters (arguably 2, since celestials should be friendly to the presumably good character). Second, again what exactly are you doing that is so stressful that you can't maintain it? All of the other "minor" abilities so far have been passive, or "always on."Lay On Hands - you can heal your level x5 HP per day, for 5 HP you can heal one poison or disease effect.
As the "main" ability this seems a little limited, but it is helpful. Free healing is not a bad thing, and being able to use it on poison or disease at first level is not bad (though, either would take your whole healing allotment, so you'd have to debate not healing anyone if you though you might need to heal poison or disease). It does level up, being able to heal more points each level. Still, it doesn't grow in having any new or expanded options over time.
Ranger
Favored Enemy - choose 1 type of creature, or 2 types of humanoids: you have Advantage on Wis/ Survival to track and Int to recall information about them, and can speak their language. Choose another at 6th and 14th levels.
Okay, this is hands-down the crappiest "favored enemy" in any RPG I can think of. This ability is total garbage, and it's insulting that the designers though this was actually worthwhile. Call this "Creature Lore" since there is actually nothing offensive or combative in the ability (which kinda sucks if that's the type of character you're trying to make).Natural Explorer - choose one terrain type, double your proficiency mod and gain several bonuses in that terrain.
This one is not bad, the mechanical bonus is nothing to sneeze at, and the various abilities are all useful to some degree. Half the abilities apply to the whole group, so one Ranger makes quite a difference to how the party travels.
Rogue
Expertise - choose 2 skill proficiencies, or 1 skill and thieves' tools - double your proficiency bonus with those. Choose two more at 6th level.
Okay, not terrible. I would prefer gaining 1 extra expertise every 2 levels (so you'd have 2 at 5th level, one of those at 3rd, and would keep growing after 5th) to be more in line with the spell progression - but this is not too bad.Sneak Attack - do extra damage, starting at d6 and increasing to distracted foes. A foe is distracted if you: have advantage to hit them with a finess or ranged weapon, or there is an ally threatening the enemy and you don't have disadvantage on the attack.
Rogues have always back-stabbed, and they always will. I'm not sure that's right for the class in some ways, but it doesn't hurt. The qualifiers get a little long, and the wording is tortured. The document talks about "the enemy isn't incapacitated" but it's referring to the enemy of your enemy, hence my using the word "ally." (hey, enemy of my enemy... right?)Theives' Cant - you can pass secret messages face-to-face (takes 4 times longer) with others who speak this, and write short messages.
Rogues are the only class to get 3 abilities at first level, and I'm cool with that since one is their secret language, which works better as a bonus ability then the Druid's minor ability. Also, why do secret messages take 4 times longer and why do I care as GM or PC?
Sorcerer
Spellcasting - bet you thought I forgot about spellcasting? Nope, the Ranger and Paladin can also cast spells, just not until 2nd level, so the spellcasters have been hiding among us :)
Sorcerous Origin - like the Cleric the SRD only has 1 choice, and the ability gives multiple benefits which also level up over time. I do really like the idea that Sorcerers have a tie to some otherworldly origin, it just sounds cool. It seems to be a decent ability, perhaps even a little over-powered for being the "minor" ability.
Warlock
Otherworldly Patron - again, like the Cleric and Sorcerer you get multiple benefits that level up.
Pact Magic - Warlock magic is even weirder than the other spellcasters, which I'll cover next post.
Wizard
Spellcasting - the final, and quintessential spellcaster.
Arcane Recovery - you can recover half you level (rounded up) in spells between short rests. This is actually a pretty good ability, it is not too powerful and it helps bolster one of the weakness of the class (which is totally reliant/ dependent on casting spells).
Okay, so with the general pattern of Major and Minor ability there is a lot of variation in the classes. I think non-spellcasters seem to get the shorter end of the stick, since their abilities do not tend to upgrade as fast or expand as regularly as the casters. But it's not a huge difference overall, though I think it's noticeable enough that it could stand to get fixed. I'll have to think about that.
Not done yet, with the prevalence of spellcasters we'll look at them next before we can say we've covered the basics of the class abilities. Until next week :)
No comments:
Post a Comment