But nobody is forced to take Spirit Guardians and Spiritual Weapon.
It was an optimal choice, yes, but you didn't have to take it.
Now you won't take Spiritual Weapon. You are "forced" not to play it.
If it becomes concentration it will almost never be played, period, because when you can only choose one concentration spell you will choose the one that gives you the best bang for your buck, which is not Spiritual Weapon. Even Bless, a level 1 spell, is better.
Remember that Clerics already are limited by how many of their spells require concentration. There are very few which actually compete with Spirit Guardians and Bless, except very niche ones like Beacon of Hope or Aura of Vitality which you aren't using all the time.
I think the logical solution is to nerf bless and spirit guardians as well, since in many people's minds (apparently including yours) those are the things that other spells must compete with.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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You mean make them as bad as every other Cleric concentration spell?
I can't see that happening.
When you can only have one concentration spell you will pick the best/most useful one. If it isn't Bless or Spirit Guardians then it'll be something else, but it'll still only be one.
You mean make them as bad as every other Cleric concentration spell?
I can't see that happening.
When you can only have one concentration spell you will pick the best/most useful one. If it isn't Bless or Spirit Guardians then it'll be something else, but it'll still only be one.
Right. Because it's 100% impossible to change what spell you cast based on circumstance- if there isn't a spell that you can cast in just about every situation and have it be better than any other options for spells at the same or even higher level, why have spells at all?
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
When you can only have one concentration spell you will pick the best/most useful one. If it isn't Bless or Spirit Guardians then it'll be something else, but it'll still only be one.
Spells can be situationally good, rather than straight superior. My druid has a bunch of useful concentration spells, but none is "just always use this one".
I am mostly disappointed by Cleric (especially taking into account spells and other). In my experience Channel Divinity is frequently a throw away feature, but does depend on Subclass. I've had it range from only ever used to Turn Undead to occassionally used, so making it more prevailent just didn't do anything for me. Divine Spark, meh. I can see interest for a multiclass dip, but pretty crap for the Cleric themselves. Smite Undead, it would be okay if it added to Turn Undead, but as it is instead of, I don't really see a need to ever use it. Far to weak, and scales very badly.
Hugely not a fan of 3rd level Subclass. Even more than other classes like Sorcerer, it just makes no sense for it to come on so late, (without regard to deity, which should be a player choice to have one or not), when it is so intrinsic, mechanically and thematically to the class.
Holy Order, conceptually I like 2 of the 3. Thaumaturgist meh, outside of a Subclass or two, but we really don't have nearly enough to even begin testing them realistically, which makes this come off as more begging for praise than desring be used at this point. Could be wrong.
Chosing the Life Domain was probably the worst thing they could have done, especially because War and Trickery have needed help since day one. Life is also pretty limited in what it offers. It seems ok, just not really good or bad. Lackluster.
I'll never be using Aid, Barkskin, Dismissal, or Spiritual Weapon again. I kind of like and hate Guidance and am ok with Resistance. Aid and Barkskin should be Cantrips now. Clerics already have a really shitty spell list, so if the goal is to actually make more options viable, there are only two options. Start adding more spells or start boosting the many bad ones that are almost never used. We already endured 4E the first time.
Ardling -> trashcan and don't start over.
Dragonborn I think are good. Don't have a horse in that race, though.
Goliath, not the race itself, but am getting really sick of all the pick and choose "I'm have _________ blood" crestures recently. It makes Aasimar, Planetouched, Dragonborn, etc. . . start to feel very generic. Drop all the Giant stuff, and just keep the Goliath their own race and culture.
Epic Boon. Don't see a need for any but Truesight. Permanent Truesight vs 1/day adding a d10 or getting back a 5th or lower spell? Huh? How are those even "epic"? Even looking at those from the Expert drop, Truesight should be the standard for Epic Boons to aim for.
Feats (none), but still not clear on how it is meant to work with the DL change, too? Thats a hell of a lotta Feats which are pretty strong, possibly.
Grappled needs to be much clearer in language, and it actually works.
Don't see a need for Magic Action yet. <as opposed to Action or Attack Action> The extended casting could have just fit under Action, I think, unless you get both?
Not sure I like Light Weapon Quality, as oppossed to simply being able to do that with only one Light Weapon and one Not-Light Weapon.
Class Group and Spell Group, just drop these concepts outright. It is only going to lead to future products presenting options that should fit perfectly with some subclass option but is restricted for some arbitrary stupidity. Why can a War Cleric or Paladin not take Fighting Style: Defense, for instance?
I'm curious, why the hate for the Ardling? Seems like it has some useful options for character builds.
I think it mostly comes down to the Divine nature of the species. Many people who want to play a Divine character don't also want an animal head, and many people who want to play as a character with an animal head don't want to be Divine in nature. Especially since both versions released lean heavily in one direction or the other... either a mostly divine creature with a mostly cosmetic animal head, or a functional beast-person who has some minor divine powers that seem difficult to utilize. It's an idea for a race that ultimately make sense, but as it seems to be pulling double duty as both the single Divine species and the single Beast-like species proposed so far for OneDnD, it's being saddled with expectations from both different camps, and there are comparatively fewer people who just really love the combination as-is.
That said... although it has potential for some solid character builds so far, it still feels a bit underwhelming compared to the other species in OneDnD with what they can pull off, and if nothing else literally gives less features than just playing as a Divine or Beastlike Race that already exists in 5e.
But nobody is forced to take Spirit Guardians and Spiritual Weapon.
It was an optimal choice, yes, but you didn't have to take it.
Now you won't take Spiritual Weapon. You are "forced" not to play it.
If it becomes concentration it will almost never be played, period, because when you can only choose one concentration spell you will choose the one that gives you the best bang for your buck, which is not Spiritual Weapon. Even Bless, a level 1 spell, is better.
Remember that Clerics already are limited by how many of their spells require concentration. There are very few which actually compete with Spirit Guardians and Bless, except very niche ones like Beacon of Hope or Aura of Vitality which you aren't using all the time.
I think the logical solution is to nerf bless and spirit guardians as well, since in many people's minds (apparently including yours) those are the things that other spells must compete with.
And yet no one, cultural consultants, designers, etc... considered just making all the crappy spells actually better so that people might use them, or finally adding new spells? Honedtly, probably 50% - 75% of the entire Cleric list is either just bad or so situational I wouldn't purposefully chose them unless I specifically knew <high level divination> I would want a specific one, a specific time.
That doesn't mean the other handful are super awesome, it means the others are that bad or rarely needed, regardless of most builds or theme.
I think I might be the only one here who likes Ardling as is lol.
I don't think it's a bad species on its own... I think the biggest problem is just the expectation people are coming at it with. I feel like if this was released as a 5e race it would be praised as an alternative to Aasimar with a unique appearance that evokes some interesting, less-common divinity... but when it's the only divine species in the playtest material, it's a little too weird for the average players.
I don't think it's a bad species on its own... I think the biggest problem is just the expectation people are coming at it with. I feel like if this was released as a 5e race it would be praised as an alternative to Aasimar with a unique appearance that evokes some interesting, less-common divinity... but when it's the only divine species in the playtest material, it's a little too weird for the average players.
Yeah, I see what you mean there. I do find it a bit frustrating though that people are still upset over this when JC literally said that Ardling wasn't taking the place of the Aasimar.
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I am mostly disappointed by Cleric (especially taking into account spells and other). In my experience Channel Divinity is frequently a throw away feature, but does depend on Subclass. I've had it range from only ever used to Turn Undead to occassionally used, so making it more prevailent just didn't do anything for me. Divine Spark, meh. I can see interest for a multiclass dip, but pretty crap for the Cleric themselves. Smite Undead, it would be okay if it added to Turn Undead, but as it is instead of, I don't really see a need to ever use it. Far to weak, and scales very badly.
Hugely not a fan of 3rd level Subclass. Even more than other classes like Sorcerer, it just makes no sense for it to come on so late, (without regard to deity, which should be a player choice to have one or not), when it is so intrinsic, mechanically and thematically to the class.
Holy Order, conceptually I like 2 of the 3. Thaumaturgist meh, outside of a Subclass or two, but we really don't have nearly enough to even begin testing them realistically, which makes this come off as more begging for praise than desring be used at this point. Could be wrong.
Chosing the Life Domain was probably the worst thing they could have done, especially because War and Trickery have needed help since day one. Life is also pretty limited in what it offers. It seems ok, just not really good or bad. Lackluster.
I'll never be using Aid, Barkskin, Dismissal, or Spiritual Weapon again. I kind of like and hate Guidance and am ok with Resistance. Aid and Barkskin should be Cantrips now. Clerics already have a really shitty spell list, so if the goal is to actually make more options viable, there are only two options. Start adding more spells or start boosting the many bad ones that are almost never used. We already endured 4E the first time.
Ardling -> trashcan and don't start over.
Dragonborn I think are good. Don't have a horse in that race, though.
Goliath, not the race itself, but am getting really sick of all the pick and choose "I'm have _________ blood" crestures recently. It makes Aasimar, Planetouched, Dragonborn, etc. . . start to feel very generic. Drop all the Giant stuff, and just keep the Goliath their own race and culture.
Epic Boon. Don't see a need for any but Truesight. Permanent Truesight vs 1/day adding a d10 or getting back a 5th or lower spell? Huh? How are those even "epic"? Even looking at those from the Expert drop, Truesight should be the standard for Epic Boons to aim for.
Feats (none), but still not clear on how it is meant to work with the DL change, too? Thats a hell of a lotta Feats which are pretty strong, possibly.
Grappled needs to be much clearer in language, and it actually works.
Don't see a need for Magic Action yet. <as opposed to Action or Attack Action> The extended casting could have just fit under Action, I think, unless you get both?
Not sure I like Light Weapon Quality, as oppossed to simply being able to do that with only one Light Weapon and one Not-Light Weapon.
Class Group and Spell Group, just drop these concepts outright. It is only going to lead to future products presenting options that should fit perfectly with some subclass option but is restricted for some arbitrary stupidity. Why can a War Cleric or Paladin not take Fighting Style: Defense, for instance?
Type and Kind? Really?
I'm pretty sure I disagree with literally everything you said here.
You said that you don't like the current version of channel divinity because it isn't used often, and then you said that you hate how they changed it to make it more useful. What????? It sounds like they fixed what you wanted them to fix and you're upset because you didn't like the first iteration, even though they changed it. I think I might just be confused as to what you're saying.
The way I see it, Clerics should choose their god when they become a Cleric and then focus on a particular aspect of that god when they reach 3rd level. That makes sense to me.
"We really don't have nearly enough to even begin testing them realistically, which makes this come off as more begging for praise than desiring to be used at this point." This doesn't make sense. We only had 3 Pact Boons for Warlocks for the majority of 5e, and Holy Orders are essentially Cleric Pact Boons. What do you even mean by "begging for praise?" Do you mean that they wanted to try to make something that players would respond well to? My guy, that's not begging for praise, that's game design.
Every class in the UA is going to have one subclass to go with it, and it's always going to be the most basic subclass. Thief for Rogue, Hunter for Ranger, Lore for Bard. Life Domain is generally considered, and was created to be, the basic Cleric subclass. Going forward, you can expect Land for Druid, Devotion for Paladin, Champion for Fighter, Open Hand for Monk, Berserker for Barbarian, Evocation for Wizard, Draconic for Sorcerer, and Fiend for Warlock.
Clerics have a pretty good spell list, but nobody notices that because everything is compared to their best spells (bless, spirit guardians, etc.). Buffing everything to that level would not only be less practical than nerfing a few of the most used spells, but also less fun for every other class (especially martials) since suddenly Cleric would have a whole list of amazing spells. Saying that every other class should then be buffed to the level of the Cleric (which you seem wont to do) just means that DMs will have a harder time challenging the players, which of course means that monsters have to be buffed too, and now look where we are. The exact same spot where we started, just with higher numbers on a few abilities. Don't you see how much easier it would be to just nerf a couple of spells?
The potential for Ardling as a catch-all beastfolk that could encompass some of the less unique bestial species is very promising. We don't need a billion different animal species when we could have one species with many diverse options to represent a wide range of animals. Of course, we can keep the unique species like Kenku and Satyrs and such.
Dragonborn are pretty cool. Just a bit weird they get wings out of energy. What does that even look like for acid? Ew.
Here's a fun fact: most species have blood. Whether that blood was created or comes from somewhere else doesn't matter much. I don't see why it's so bad to have multiple races noticeably descended from something other than themselves
Epic Boons are mostly lackluster, yeah.
I don't know what the "DL change" means.
Grapple seems pretty simple in language to me.
It makes sense to me that if you get a feature letting you cast an action spell as a bonus action, you can also use a magic item as a bonus action.
You can attack with a light weapon and a non-light weapon if you take the Dual Wielder feat.
I would bet everything I have on Paladins getting a feature that lets them take Warrior feats; Rangers have one, why wouldn't Paladins? I wouldn't be surprised if there are subclasses that grant the same ability, including War Domain. What you're complaining about isn't really a problem.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
and making Spiritual Weapon concentration means it's competing with all the other concentration spells that Clerics have to choose from, which means it won't be taken.
That is the meaning of the change. It makes the Spiritual weapon + Spirits guardians combo pretty much not the only viable option in the Cleric's arsenal. You will have to choose between one or the other, depending on the situation. That among other options. In my opinion it is a good change.
Tbh I have no idea why Spiritual Weapon wasn't a concentration spell in the first place. (happy Christmas, btw)
I agree in that other similar spells have concentration. Mordenkines sword, flaming sphere, moonbeam etc. Moonbeam is at least better. Flaming sphere marginally, though it does not scale. But I think if it is going to require concentration it needs to be better and not just in scaling. Like maybe let it take up space, give it attacks of opportunity, make its duration like 1 hour, increase its level 2 damage a bit, some combination of those.
Aardling and the Spiritual Weapon changes were the only things that I really needed to comment on. Aardling still doesn't have a clear identity, and making Spiritual Weapon concentration means it's competing with all the other concentration spells that Clerics have to choose from, which means it won't be taken.
Banishment is too powerful as it currently is, but allowing a save each turn probably makes it too weak. I suggested making the save at disadvantage to give more of a chance of it sticking.
Making Channel Divinity key off proficiency makes a single level dip too tempting, since proficiency bonuses scale regardless of class level. A two level dip for Channel Divinity and heavy armour is still a viable option.
I don't think banishment is too good as is. Are there certain encounters it may just win, sure but recently in play I had a level 9 fighter kill a demi lich in one round before it could act. That's a CR 18 monster killed in one round. Does action surge need to be nerfed because in specific encounters it can make it a one round win. Or maybe do they need better monster design, so mage type bosses don't have crap HP, and powerful enemies don't have crap saves, or heck have some core rule where monsters auto succeed on saves if the person casting the spell is X levels lower, or if the spell level is less than 1/2 than their CR.
Single target save or else spells are generally a bad idea to use on the optimzer level. Banishment is not a good spell its average.
I'm a bit surprised people are so cheerfully happy with banishment no longer able to perform its, well, namesake. Banishing extraplanar critters back to their home.
A lot of us feel that Bamishment needed some fix, but the one they offered went too far. The spell isn't ideal in 5e. It either does nothing, or makes an encounter fizzle out. The 1DnD version will never work. There's no way a creature will fail 10 saves in a row. So at best it just takes them out of the fight a round or so. I think most of us agreed that they need to find a middle ground.
A lot of us feel that Bamishment needed some fix, but the one they offered went too far. The spell isn't ideal in 5e. It either does nothing, or makes an encounter fizzle out. The 1DnD version will never work. There's no way a creature will fail 10 saves in a row. So at best it just takes them out of the fight a round or so. I think most of us agreed that they need to find a middle ground.
Off the top of my head, I think instead of just a save, maybe Banishment could also work off Challenge Rating.
If the target is below a certain CR threshold, it just fails automatically and can't escape. Above that range, the target still gets to make the save each round to try to escape. And when you upcast the spell, you raise not only the number of targets for the spell, but also the CR threshold. If one were to go with that approach, I'd probably recommend CR 5 or below to start with since it'd line up with spells like summon greater demon and infernal calling CR-wise, thus allowing you to quickly banish the fiend you just summoned in case it turns on you.
That's a great idea. And we're already used to something similar with Turn Undead (5e version). Another option I liked was based on remaining HP like how the Sleep spell works. Then you at least have to wear the big monsters down first. Really anything that scales better to the monster power level.
I'm a bit surprised people are so cheerfully happy with banishment no longer able to perform its, well, namesake. Banishing extraplanar critters back to their home.
Yeah, I honestly don't get why everyone's battling over whether it should or shouldn't allow repeat saves when the real issue with the new version is that it doesn't send extraplanar visitors back to where they came from, instead shoving creatures to a plane depending on an arbitrary list of creature types. Even when the creature in question is native to a different plane than the one its type is 'associated with'.
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I think the logical solution is to nerf bless and spirit guardians as well, since in many people's minds (apparently including yours) those are the things that other spells must compete with.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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I'm curious, why the hate for the Ardling? Seems like it has some useful options for character builds.
You mean make them as bad as every other Cleric concentration spell?
I can't see that happening.
When you can only have one concentration spell you will pick the best/most useful one. If it isn't Bless or Spirit Guardians then it'll be something else, but it'll still only be one.
Spiritual weapon can wander off 60 feet away, so it's an offensive alternative to defensive spirit guardians. It has its uses.
Right. Because it's 100% impossible to change what spell you cast based on circumstance- if there isn't a spell that you can cast in just about every situation and have it be better than any other options for spells at the same or even higher level, why have spells at all?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Spells can be situationally good, rather than straight superior. My druid has a bunch of useful concentration spells, but none is "just always use this one".
I wish they would focus the playtest survey outside of the WotC website so we can get a much more realistic feel.
I am mostly disappointed by Cleric (especially taking into account spells and other). In my experience Channel Divinity is frequently a throw away feature, but does depend on Subclass. I've had it range from only ever used to Turn Undead to occassionally used, so making it more prevailent just didn't do anything for me. Divine Spark, meh. I can see interest for a multiclass dip, but pretty crap for the Cleric themselves. Smite Undead, it would be okay if it added to Turn Undead, but as it is instead of, I don't really see a need to ever use it. Far to weak, and scales very badly.
Hugely not a fan of 3rd level Subclass. Even more than other classes like Sorcerer, it just makes no sense for it to come on so late, (without regard to deity, which should be a player choice to have one or not), when it is so intrinsic, mechanically and thematically to the class.
Holy Order, conceptually I like 2 of the 3. Thaumaturgist meh, outside of a Subclass or two, but we really don't have nearly enough to even begin testing them realistically, which makes this come off as more begging for praise than desring be used at this point. Could be wrong.
Chosing the Life Domain was probably the worst thing they could have done, especially because War and Trickery have needed help since day one. Life is also pretty limited in what it offers. It seems ok, just not really good or bad. Lackluster.
I'll never be using Aid, Barkskin, Dismissal, or Spiritual Weapon again. I kind of like and hate Guidance and am ok with Resistance. Aid and Barkskin should be Cantrips now. Clerics already have a really shitty spell list, so if the goal is to actually make more options viable, there are only two options. Start adding more spells or start boosting the many bad ones that are almost never used. We already endured 4E the first time.
Ardling -> trashcan and don't start over.
Dragonborn I think are good. Don't have a horse in that race, though.
Goliath, not the race itself, but am getting really sick of all the pick and choose "I'm have _________ blood" crestures recently. It makes Aasimar, Planetouched, Dragonborn, etc. . . start to feel very generic. Drop all the Giant stuff, and just keep the Goliath their own race and culture.
Epic Boon. Don't see a need for any but Truesight. Permanent Truesight vs 1/day adding a d10 or getting back a 5th or lower spell? Huh? How are those even "epic"? Even looking at those from the Expert drop, Truesight should be the standard for Epic Boons to aim for.
Feats (none), but still not clear on how it is meant to work with the DL change, too? Thats a hell of a lotta Feats which are pretty strong, possibly.
Grappled needs to be much clearer in language, and it actually works.
Don't see a need for Magic Action yet. <as opposed to Action or Attack Action> The extended casting could have just fit under Action, I think, unless you get both?
Not sure I like Light Weapon Quality, as oppossed to simply being able to do that with only one Light Weapon and one Not-Light Weapon.
Class Group and Spell Group, just drop these concepts outright. It is only going to lead to future products presenting options that should fit perfectly with some subclass option but is restricted for some arbitrary stupidity. Why can a War Cleric or Paladin not take Fighting Style: Defense, for instance?
Type and Kind? Really?
I think it mostly comes down to the Divine nature of the species. Many people who want to play a Divine character don't also want an animal head, and many people who want to play as a character with an animal head don't want to be Divine in nature. Especially since both versions released lean heavily in one direction or the other... either a mostly divine creature with a mostly cosmetic animal head, or a functional beast-person who has some minor divine powers that seem difficult to utilize. It's an idea for a race that ultimately make sense, but as it seems to be pulling double duty as both the single Divine species and the single Beast-like species proposed so far for OneDnD, it's being saddled with expectations from both different camps, and there are comparatively fewer people who just really love the combination as-is.
That said... although it has potential for some solid character builds so far, it still feels a bit underwhelming compared to the other species in OneDnD with what they can pull off, and if nothing else literally gives less features than just playing as a Divine or Beastlike Race that already exists in 5e.
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And yet no one, cultural consultants, designers, etc... considered just making all the crappy spells actually better so that people might use them, or finally adding new spells? Honedtly, probably 50% - 75% of the entire Cleric list is either just bad or so situational I wouldn't purposefully chose them unless I specifically knew <high level divination> I would want a specific one, a specific time.
That doesn't mean the other handful are super awesome, it means the others are that bad or rarely needed, regardless of most builds or theme.
I think I might be the only one here who likes Ardling as is lol.
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HERE.I don't think it's a bad species on its own... I think the biggest problem is just the expectation people are coming at it with. I feel like if this was released as a 5e race it would be praised as an alternative to Aasimar with a unique appearance that evokes some interesting, less-common divinity... but when it's the only divine species in the playtest material, it's a little too weird for the average players.
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Yeah, I see what you mean there. I do find it a bit frustrating though that people are still upset over this when JC literally said that Ardling wasn't taking the place of the Aasimar.
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HERE.I'm pretty sure I disagree with literally everything you said here.
You said that you don't like the current version of channel divinity because it isn't used often, and then you said that you hate how they changed it to make it more useful. What????? It sounds like they fixed what you wanted them to fix and you're upset because you didn't like the first iteration, even though they changed it. I think I might just be confused as to what you're saying.
The way I see it, Clerics should choose their god when they become a Cleric and then focus on a particular aspect of that god when they reach 3rd level. That makes sense to me.
"We really don't have nearly enough to even begin testing them realistically, which makes this come off as more begging for praise than desiring to be used at this point." This doesn't make sense. We only had 3 Pact Boons for Warlocks for the majority of 5e, and Holy Orders are essentially Cleric Pact Boons. What do you even mean by "begging for praise?" Do you mean that they wanted to try to make something that players would respond well to? My guy, that's not begging for praise, that's game design.
Every class in the UA is going to have one subclass to go with it, and it's always going to be the most basic subclass. Thief for Rogue, Hunter for Ranger, Lore for Bard. Life Domain is generally considered, and was created to be, the basic Cleric subclass. Going forward, you can expect Land for Druid, Devotion for Paladin, Champion for Fighter, Open Hand for Monk, Berserker for Barbarian, Evocation for Wizard, Draconic for Sorcerer, and Fiend for Warlock.
Clerics have a pretty good spell list, but nobody notices that because everything is compared to their best spells (bless, spirit guardians, etc.). Buffing everything to that level would not only be less practical than nerfing a few of the most used spells, but also less fun for every other class (especially martials) since suddenly Cleric would have a whole list of amazing spells. Saying that every other class should then be buffed to the level of the Cleric (which you seem wont to do) just means that DMs will have a harder time challenging the players, which of course means that monsters have to be buffed too, and now look where we are. The exact same spot where we started, just with higher numbers on a few abilities. Don't you see how much easier it would be to just nerf a couple of spells?
The potential for Ardling as a catch-all beastfolk that could encompass some of the less unique bestial species is very promising. We don't need a billion different animal species when we could have one species with many diverse options to represent a wide range of animals. Of course, we can keep the unique species like Kenku and Satyrs and such.
Dragonborn are pretty cool. Just a bit weird they get wings out of energy. What does that even look like for acid? Ew.
Here's a fun fact: most species have blood. Whether that blood was created or comes from somewhere else doesn't matter much. I don't see why it's so bad to have multiple races noticeably descended from something other than themselves
Epic Boons are mostly lackluster, yeah.
I don't know what the "DL change" means.
Grapple seems pretty simple in language to me.
It makes sense to me that if you get a feature letting you cast an action spell as a bonus action, you can also use a magic item as a bonus action.
You can attack with a light weapon and a non-light weapon if you take the Dual Wielder feat.
I would bet everything I have on Paladins getting a feature that lets them take Warrior feats; Rangers have one, why wouldn't Paladins? I wouldn't be surprised if there are subclasses that grant the same ability, including War Domain. What you're complaining about isn't really a problem.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I agree in that other similar spells have concentration. Mordenkines sword, flaming sphere, moonbeam etc. Moonbeam is at least better. Flaming sphere marginally, though it does not scale. But I think if it is going to require concentration it needs to be better and not just in scaling. Like maybe let it take up space, give it attacks of opportunity, make its duration like 1 hour, increase its level 2 damage a bit, some combination of those.
I don't think banishment is too good as is. Are there certain encounters it may just win, sure but recently in play I had a level 9 fighter kill a demi lich in one round before it could act. That's a CR 18 monster killed in one round. Does action surge need to be nerfed because in specific encounters it can make it a one round win. Or maybe do they need better monster design, so mage type bosses don't have crap HP, and powerful enemies don't have crap saves, or heck have some core rule where monsters auto succeed on saves if the person casting the spell is X levels lower, or if the spell level is less than 1/2 than their CR.
Single target save or else spells are generally a bad idea to use on the optimzer level. Banishment is not a good spell its average.
I'm a bit surprised people are so cheerfully happy with banishment no longer able to perform its, well, namesake. Banishing extraplanar critters back to their home.
A lot of us feel that Bamishment needed some fix, but the one they offered went too far. The spell isn't ideal in 5e. It either does nothing, or makes an encounter fizzle out. The 1DnD version will never work. There's no way a creature will fail 10 saves in a row. So at best it just takes them out of the fight a round or so. I think most of us agreed that they need to find a middle ground.
That's a great idea. And we're already used to something similar with Turn Undead (5e version). Another option I liked was based on remaining HP like how the Sleep spell works. Then you at least have to wear the big monsters down first. Really anything that scales better to the monster power level.
Yeah, I honestly don't get why everyone's battling over whether it should or shouldn't allow repeat saves when the real issue with the new version is that it doesn't send extraplanar visitors back to where they came from, instead shoving creatures to a plane depending on an arbitrary list of creature types. Even when the creature in question is native to a different plane than the one its type is 'associated with'.