1) Warriors able to do more with weapons than non-warriors
2) Able to use ranged weapons in melee other than Crossbows. (Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows.)
3) Monks: Able to NOT spend Ki to be able to do what some other classes can do. Start MA damage at D8 or lower Unarmed fighting style to D6 This way if a fighter gets unarmed style at level 1, they will be able to outdo monks at low levels without forcing the monk to take the unarmed fighting style. Human warriors can have 2 fighting styles One from Human and one from Background.
4) Barbarians: Able to use STR with bows (maybe not crossbows cause with crossbows barbarian is not 'drawing' the bow string and another range option)
FOR EXPERT: RANGER:
2ND LEVEL: FIGHTING STYLE You have honed your martial prowess. You gain one of the following Fighting Style Feats of your choice: Archery, Defense, or Two-Weapon Fighting. Whenever you gain a Feat at later levels, Fighting Style Feats are among your options, even though you aren’t a member of the Warrior Group - Does this mean they can pick a style not on this list at later levels? Maybe reword it to "limited to the above choices unless you multiclass to a warrior class"
Disagree with almost all of your wishlist here's mine:
1) All Warriors: Give scaling Extra Attack (3/Action at level 11, 4/Action at level 18)
2) Completely change Fighting Styles so they provide a bonus to one weapon of your choice (which you can change on a LR): i.e. Precision: +2 to attack rolls with your chosen weapon; Power: +2 to damage rolls with your chosen weapon; Defense: +1 to AC; Tricks: gain superiority dice (1d8) equal to your proficiency bonus/long rest + 2 Maneuvers.
3) Monk & Barbarian: Fighting Style at level 2.
4) Monk: Increase MA die by 1 size across their whole career.
5) Fighters: Give them all a second Fighting Style at level 7, and a third at level 13.
6) Barbarian: Make Rage number and Rage damage scale with proficiency bonus.
7) Monk: gain the benefits of a SR after 10 minutes of meditating
8) Barbarian & Monk : get BA Dash & BA Jump for free
9) Monk: Change Deflect Missiles so it applies to all attack rolls not just ranged weapon attacks.
10) Monk: change Stunning Strike to 1/turn but have it cause the Dazed condition on a successful save.
Fighters: a big redesign that would give class identity and mechanics to play with. I don't want them to be basic, generic, empty hangers for general features. At least maneuvers could become a base class mechanic.
Barbarian: rage should become something you consider using, rather than just turn on automatically and mindlessly at the start of combat. Something like a short burst of power, or a "reckless mode" with drawbacks, or some other cost. Subclasses have to be seriously redesigned in order to not feel the same. Right now they're all just different ways of dealing some extra damage when raging.
Monk: more raw power. In 3,5e, unarmed damage scaled from 1d6 to 2d10, and there was a passive AC bonus in addition to 10+Wis+Dex. There was also passive spell resistance. And no one complained about monks being OP. Also, too many features waste ki.
Make 'Warriors' as interesting, strategic, and valuable to play/run/have along for the ride as spellcasters. Because currently high-level 'Warriors' are a sad meme compared to a spellcaster, even when operating at maximum output. You can almost compare with a certain few specific builds, but what you have to exert every last erg of Gamer Juice to do, spellcasters can do basically just by existing.
1) Something to make up for the lost damage from the SS/GWM nerf, because Martials need it.
2) If you multiclass with warrior classes, and maybe with Ranger and Paladin, you should still get extra attack at 5th level. Extra attack should only be delayed if you take a level in like say bard or cleric. However, I feel like a barbarian 2/Fighter 3 for example should still get their first extra attack on time while a cleric 1/Fighter 4 would have it delayed a level (assuming they take another level of a warrior class).
Only one wish here: Make sure there are Warriors that both new and advanced players can play and enjoy. Every type of player deserves to have options, and we should avoid taking away preexisting "simple" or "complex" options because there are people who like having options that are easier to understand and their are people who like having options that are harder to play but more versatile.
I know that the notion D&D Is For Everyone is pretty hard to disagree with, but this is the internet so my guess is that someone will try to argue with it.
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Barbarian: rage should become something you consider using, rather than just turn on automatically and mindlessly at the start of combat. Something like a short burst of power, or a "reckless mode" with drawbacks, or some other cost. Subclasses have to be seriously redesigned in order to not feel the same. Right now they're all just different ways of dealing some extra damage when raging.
LOL there is literally only 3 subclass abilities across all barbarian subclasses that primarily does extra damage while raging, and two of them belong to the two WORST subclasses that almost no one plays : Beserker's Frenzy, and most of the Storm Herald's auras. Have you ever even played with barbarians? The different subclasses are really different from each other, Totem is unkillable, Ancestral Guardians protect their allies, and Zealot is a killing machine.
LOL there is literally only 3 subclass abilities across all barbarian subclasses that primarily does extra damage while raging, and two of them belong to the two WORST subclasses that almost no one plays : Beserker's Frenzy, and most of the Storm Herald's auras. Have you ever even played with barbarians? The different subclasses are really different from each other, Totem is unkillable, Ancestral Guardians protect their allies, and Zealot is a killing machine.
Path of the Beast - when you rage, you gain natural weapons that let you deal more damage.
Path of the Berserker - when you rage, you make a bonus attack that lets you deal more damage.
Path of the Storm Herald - when you rage, you gain an aura that lets you deal more damage.
Path of the Zealot - when you rage, you deal radiant or necrotic damage once per turn, which lets you deal more damage.
Path of Wild Magic - when you rage, there's a whole table of randomly occuring effects, most of which let you deal more damage.
Ancestral Guardian and Totem Warrior are the only ones that play somewhat different due to "tanking" mechanics. Each subclass also gets one or two ribbons to use outside combat. It's really nice, but never enough; from my experience, the barbarian always uses that augury or commune with nature every chance they get and hungrily wants more of that, but there's usually barely anything else for barbarian to do outside combat, aside from spontaneous violent shenanigans. Where's the beastmaster that would control a feral companion and interact with natural world? A warlord with commanding presence that would strike fear into foes, inspire allies, and take charge of social situation using their almost tangible aura of power and authority? Where's a shamanistic gish or at least quasi-gish? Yes, you can say that there's that one feature that can cause fear and there's like also one spell that totem warrior can cast, but that changes nothing about how the class plays. Most of them end up running up into the thick of it to break faces all the same. I want to see variety on par with monk, when way of the shadow turns you into a master of stealth, way of mercy makes you a healer, way of sun soul makes you a ranged combatant, etc. More actual variety to the gameplay.
I need to amend my previous statement that I only have one big wish for OneDnD Warriors; I think the designers need to give the Warrior classes more features they can use outside of combat, because as it currently stands, casters can solve problems with a snap of their fingers, whereas martials are stuck having to make skill checks to see if they can succeed.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
I need to amend my previous statement that I only have one big wish for OneDnD Warriors; I think the designers need to give the Warrior classes more features they can use outside of combat, because as it currently stands, casters can solve problems with a snap of their fingers, whereas martials are stuck having to make skill checks to see if they can succeed.
One thing that would be nice is a Warrior being able to apply first aid to do mundane healing. Yes, I know the Healer feat exists, but I'm not talking about that.
Except for the fact that that is literally what you are talking about. Elaborate.
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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)
poisons and diseases are the sort of thing a herbalism kit would normally be used for in conjunction with the Medicine skill, but there's no real guideline on how a nonmagical person can do this in a timely fashion
Two fingers down the throat. In the middle of a battle. Especially when a bard does it in between songs of restoration to save spell slots.
LOL there is literally only 3 subclass abilities across all barbarian subclasses that primarily does extra damage while raging, and two of them belong to the two WORST subclasses that almost no one plays : Beserker's Frenzy, and most of the Storm Herald's auras. Have you ever even played with barbarians? The different subclasses are really different from each other, Totem is unkillable, Ancestral Guardians protect their allies, and Zealot is a killing machine.
Path of the Beast - when you rage, you gain natural weapons that let you deal more damage.
Path of the Berserker - when you rage, you make a bonus attack that lets you deal more damage.
Path of the Storm Herald - when you rage, you gain an aura that lets you deal more damage.
Path of the Zealot - when you rage, you deal radiant or necrotic damage once per turn, which lets you deal more damage.
Path of Wild Magic - when you rage, there's a whole table of randomly occuring effects, most of which let you deal more damage.
Ancestral Guardian and Totem Warrior are the only ones that play somewhat different due to "tanking" mechanics. Each subclass also gets one or two ribbons to use outside combat. It's really nice, but never enough; from my experience, the barbarian always uses that augury or commune with nature every chance they get and hungrily wants more of that, but there's usually barely anything else for barbarian to do outside combat, aside from spontaneous violent shenanigans. Where's the beastmaster that would control a feral companion and interact with natural world? A warlord with commanding presence that would strike fear into foes, inspire allies, and take charge of social situation using their almost tangible aura of power and authority? Where's a shamanistic gish or at least quasi-gish? Yes, you can say that there's that one feature that can cause fear and there's like also one spell that totem warrior can cast, but that changes nothing about how the class plays. Most of them end up running up into the thick of it to break faces all the same. I want to see variety on par with monk, when way of the shadow turns you into a master of stealth, way of mercy makes you a healer, way of sun soul makes you a ranged combatant, etc. More actual variety to the gameplay.
Path of the Beast -> only the claw option gives you extra damage in combat and that extra damage is the same as the two-weapon fighting style, once you get to level 5 they deal no more damage than any other barbarian using a greatsword. The other options give you either healing or tanking bonuses the former of which comes at the cost of less damage than a weapon-using barbarian. Path of the beast is only a good damage dealer if comboed with Monk...
Wild Magic -> 50% of the options give extra damage (and 3/4 of those are terrible - on par with Storm Herald), the feature is good because of the riders to the damaging effects (tmp hp = tanking, blindness = Battlefield Control), and the teleport & throwable weapon is awesome.
Zealot is the only Barbarian subclass you take if you want to deal tons of damage in combat.
Re:Monk that's a joke right? Sun Soul gives you a ranged option but doesn't make you a ranged combatant (the best thing about the subclass is the radiant fireball for 3 ki at level 11), Kensei + Sharpshooter is how to play a ranged monk. Shadow Monk is thematically cool but is designed poorly as the Shadow Step should really be used for skirmishing rather than to get into melee with enemies but is designed with the latter in mind making you super squishy, it still plays identically to other monks in combat : super mobile melee character - run/teleport over to whomever and punch them in the face, but Pass without Trace and unlimited teleport is good out of combat utility. Mercy Monk is terrible as a healer - using your ki to use the hands of healing is such a trap option I can't believe you brought it up... Mercy Monk played optimally is again like all the others, run into melee combat and do some damage with unarmed strikes and some battlefield control, they just get better options for this with Hands of Harm (more efficient damage than Flurry of Blows, and no-save poisoned!). Hands of Healing is only worth while for curing conditions and the conditions it cures are generally rare, it's handy occasionally but a dedicated healer you are not.
A gish Shaman character would be a Spore Druid, not a raging barbarian, and a melee character with a beast pet is a Ranger not a barbarian. The core identity of the Barbarian is their mindless Rage that allows them to survive grievous wounds that would kill anyone else, commanding or controlling a pet or using spells directly conflicts with that identity.
Above all, what I ask is that the warriors have by default many more decisions on their turn than they currently do. I'm not saying he's like a spellcaster either, but that he has more to do than just hit and hit. One option is that battlemaster maneuvers were commonplace (at least for fighters). Or if not, that at least by default everyone had a number of special attacks per long rest equal to their PB (and that these special attacks were amplified depending on the subclass). I don't know, for example, that by default they could use a use of their "special attack" or maneuver to do: Precise attack (more probability of hitting), powerful attack (greater damage) or feint (makes you more difficult to hit by that enemy). And then based on the subclass it gives you other types.
By the way, someone has said that barbarians can use their strength with bows. I hope not, since the role of the barbarian is to be in melee eating the aggro.
What I expect out of the Warrior UA is: - Action Surge become proficiency bonus times per long rest - Rages become proficiency bonus times per long rest - Battlemasters get a number of superiority dice equal to their proficiency bonus, and Maneuvers get a overhaul so there is fewer of them but they are more powerful. (It's possible there is a massive rework of Fighter to make them more like a Bard with Superiority Dice instead of BI but I doubt that the community as a whole hates the Fighter enough to cause them to do that.) - Weapon damage gets some kind of new scaling mechanic - e.g. at level 11 they add twice your STR or DEX modifier, or deal one additional weapon die of damage. - (maybe) each weapon getting a weakened version of a maneuver you can do instead of dealing damage - like how unarmed strikes can now either do damage or grapple/shove, maybe a sword can either do damage or hobble an enemy, or a maul can either do damage or disarm an enemy. - Monk will get a major overhaul I think, I strongly suspect the "Dazed" condition will be used in some way with Stunning Strike, and that a bunch of the utility features will get dropped in favour of more (or more powerful) combat oriented features, and weapon choice will be opened up a lot more.
I need to amend my previous statement that I only have one big wish for OneDnD Warriors; I think the designers need to give the Warrior classes more features they can use outside of combat, because as it currently stands, casters can solve problems with a snap of their fingers, whereas martials are stuck having to make skill checks to see if they can succeed.
This very much. Martials tend to be so heavily combat focused where as casters have ways to interact with all three pillars of play with their spells. This is a huge factor in the caster martial divide.
Disagree with almost all of your wishlist here's mine:
1) All Warriors: Give scaling Extra Attack (3/Action at level 11, 4/Action at level 18)
2) Completely change Fighting Styles so they provide a bonus to one weapon of your choice (which you can change on a LR): i.e. Precision: +2 to attack rolls with your chosen weapon; Power: +2 to damage rolls with your chosen weapon; Defense: +1 to AC; Tricks: gain superiority dice (1d8) equal to your proficiency bonus/long rest + 2 Maneuvers.
3) Monk & Barbarian: Fighting Style at level 2.
4) Monk: Increase MA die by 1 size across their whole career.
5) Fighters: Give them all a second Fighting Style at level 7, and a third at level 13.
6) Barbarian: Make Rage number and Rage damage scale with proficiency bonus.
7) Monk: gain the benefits of a SR after 10 minutes of meditating
8) Barbarian & Monk : get BA Dash & BA Jump for free
9) Monk: Change Deflect Missiles so it applies to all attack rolls not just ranged weapon attacks.
10) Monk: change Stunning Strike to 1/turn but have it cause the Dazed condition on a successful save.
I don't care for the "Precision" Fighting Style presented here. A +2 to hit is far, far too good. All that's going to do is make it suck to wear armour because now first-level characters will all be rockin' a +8 to hit (+4 Attribute bonus, +2 Proficiency, and now a +2 from this fighting style). Mundane armour has a hard enough time in this game as it is. Frankly, I'd like to see all ACs from armour get a solid +5 bonus across the board...
Disagree with almost all of your wishlist here's mine:
1) All Warriors: Give scaling Extra Attack (3/Action at level 11, 4/Action at level 18)
2) Completely change Fighting Styles so they provide a bonus to one weapon of your choice (which you can change on a LR): i.e. Precision: +2 to attack rolls with your chosen weapon; Power: +2 to damage rolls with your chosen weapon; Defense: +1 to AC; Tricks: gain superiority dice (1d8) equal to your proficiency bonus/long rest + 2 Maneuvers.
3) Monk & Barbarian: Fighting Style at level 2.
4) Monk: Increase MA die by 1 size across their whole career.
5) Fighters: Give them all a second Fighting Style at level 7, and a third at level 13.
6) Barbarian: Make Rage number and Rage damage scale with proficiency bonus.
7) Monk: gain the benefits of a SR after 10 minutes of meditating
8) Barbarian & Monk : get BA Dash & BA Jump for free
9) Monk: Change Deflect Missiles so it applies to all attack rolls not just ranged weapon attacks.
10) Monk: change Stunning Strike to 1/turn but have it cause the Dazed condition on a successful save.
I don't care for the "Precision" Fighting Style presented here. A +2 to hit is far, far too good. All that's going to do is make it suck to wear armour because now first-level characters will all be rockin' a +8 to hit (+4 Attribute bonus, +2 Proficiency, and now a +2 from this fighting style). Mundane armour has a hard enough time in this game as it is. Frankly, I'd like to see all ACs from armour get a solid +5 bonus across the board...
To be fair, you're pretty biased, what with being a Steel Clad Lad and all. The +2 to hit is already in the game in the form of the Archery fighting style, and I don't think people complain about that too much.
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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)
I'm not going to get into any specific rules I want to see. They already know where they are going with their plans. And the backwards compatibility angle will prevent most big changes. If I was to write the martial classes for a new edition, I'd probably overhaul more than they plan to. So I'll just accept we will probably see more of the general restraint we have seen so far.
Overall I just want to see classes that have something for everyone. And ones that are balanced against each other. I'd like to see martials get some ways to use weapons that others don't have. Some more interesting abilities for the other pillars of play would be nice too. I think some of the worst subclasses have the potential to be some of the most exciting if they are fixed.
I don't personally like PBxperlongrest uses for abilities. It does weird things in my games. But it seems to be the way things are going. And it probably works for more people who use fewer encounters. So I can live with it. It's probably a good solution to some martial features.
I need to amend my previous statement that I only have one big wish for OneDnD Warriors; I think the designers need to give the Warrior classes more features they can use outside of combat, because as it currently stands, casters can solve problems with a snap of their fingers, whereas martials are stuck having to make skill checks to see if they can succeed.
This very much. Martials tend to be so heavily combat focused where as casters have ways to interact with all three pillars of play with their spells. This is a huge factor in the caster martial divide.
Except the most of the community doesn't want this based on their actions. Any martial right now can get a ton of out of combat utility just by taking Ritual Caster (wizard), but people don't do that, they take GWM, PAM, SS, XbowXpert, Sentinel, Resilient and Tough - all feats that are combat focused. There are plenty of subclasses that have out of combat features but they are considered bad because they don't have as many or as powerful combat abilities - consider Fey Wanderer or Horizon Walker Ranger vs Gloomstalker, Samurai vs Battlemaster ... or that nearly every EK I've witnessed played takes combat-oriented cantrips, or that Ancestral Guardian and Totem Barbs never use their ritual spells (and usually MC into fighter before getting them)...
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1) Warriors able to do more with weapons than non-warriors
2) Able to use ranged weapons in melee other than Crossbows. (Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows.)
3) Monks: Able to NOT spend Ki to be able to do what some other classes can do. Start MA damage at D8 or lower Unarmed fighting style to D6 This way if a fighter gets unarmed style at level 1, they will be able to outdo monks at low levels without forcing the monk to take the unarmed fighting style. Human warriors can have 2 fighting styles One from Human and one from Background.
4) Barbarians: Able to use STR with bows (maybe not crossbows cause with crossbows barbarian is not 'drawing' the bow string and another range option)
FOR EXPERT: RANGER:
2ND LEVEL: FIGHTING STYLE You have honed your martial prowess. You gain one of the following Fighting Style Feats of your choice: Archery, Defense, or Two-Weapon Fighting. Whenever you gain a Feat at later levels, Fighting Style Feats are among your options, even though you aren’t a member of the Warrior Group - Does this mean they can pick a style not on this list at later levels? Maybe reword it to "limited to the above choices unless you multiclass to a warrior class"
Disagree with almost all of your wishlist here's mine:
1) All Warriors: Give scaling Extra Attack (3/Action at level 11, 4/Action at level 18)
2) Completely change Fighting Styles so they provide a bonus to one weapon of your choice (which you can change on a LR): i.e. Precision: +2 to attack rolls with your chosen weapon; Power: +2 to damage rolls with your chosen weapon; Defense: +1 to AC; Tricks: gain superiority dice (1d8) equal to your proficiency bonus/long rest + 2 Maneuvers.
3) Monk & Barbarian: Fighting Style at level 2.
4) Monk: Increase MA die by 1 size across their whole career.
5) Fighters: Give them all a second Fighting Style at level 7, and a third at level 13.
6) Barbarian: Make Rage number and Rage damage scale with proficiency bonus.
7) Monk: gain the benefits of a SR after 10 minutes of meditating
8) Barbarian & Monk : get BA Dash & BA Jump for free
9) Monk: Change Deflect Missiles so it applies to all attack rolls not just ranged weapon attacks.
10) Monk: change Stunning Strike to 1/turn but have it cause the Dazed condition on a successful save.
Fighters: a big redesign that would give class identity and mechanics to play with. I don't want them to be basic, generic, empty hangers for general features. At least maneuvers could become a base class mechanic.
Barbarian: rage should become something you consider using, rather than just turn on automatically and mindlessly at the start of combat. Something like a short burst of power, or a "reckless mode" with drawbacks, or some other cost. Subclasses have to be seriously redesigned in order to not feel the same. Right now they're all just different ways of dealing some extra damage when raging.
Monk: more raw power. In 3,5e, unarmed damage scaled from 1d6 to 2d10, and there was a passive AC bonus in addition to 10+Wis+Dex. There was also passive spell resistance. And no one complained about monks being OP. Also, too many features waste ki.
Only one wish.
Make 'Warriors' as interesting, strategic, and valuable to play/run/have along for the ride as spellcasters. Because currently high-level 'Warriors' are a sad meme compared to a spellcaster, even when operating at maximum output. You can almost compare with a certain few specific builds, but what you have to exert every last erg of Gamer Juice to do, spellcasters can do basically just by existing.
Fix that.
That's all, really.
Please do not contact or message me.
1) Something to make up for the lost damage from the SS/GWM nerf, because Martials need it.
2) If you multiclass with warrior classes, and maybe with Ranger and Paladin, you should still get extra attack at 5th level. Extra attack should only be delayed if you take a level in like say bard or cleric. However, I feel like a barbarian 2/Fighter 3 for example should still get their first extra attack on time while a cleric 1/Fighter 4 would have it delayed a level (assuming they take another level of a warrior class).
Only one wish here: Make sure there are Warriors that both new and advanced players can play and enjoy. Every type of player deserves to have options, and we should avoid taking away preexisting "simple" or "complex" options because there are people who like having options that are easier to understand and their are people who like having options that are harder to play but more versatile.
I know that the notion D&D Is For Everyone is pretty hard to disagree with, but this is the internet so my guess is that someone will try to argue with it.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.LOL there is literally only 3 subclass abilities across all barbarian subclasses that primarily does extra damage while raging, and two of them belong to the two WORST subclasses that almost no one plays : Beserker's Frenzy, and most of the Storm Herald's auras. Have you ever even played with barbarians? The different subclasses are really different from each other, Totem is unkillable, Ancestral Guardians protect their allies, and Zealot is a killing machine.
Path of the Beast - when you rage, you gain natural weapons that let you deal more damage.
Path of the Berserker - when you rage, you make a bonus attack that lets you deal more damage.
Path of the Storm Herald - when you rage, you gain an aura that lets you deal more damage.
Path of the Zealot - when you rage, you deal radiant or necrotic damage once per turn, which lets you deal more damage.
Path of Wild Magic - when you rage, there's a whole table of randomly occuring effects, most of which let you deal more damage.
Ancestral Guardian and Totem Warrior are the only ones that play somewhat different due to "tanking" mechanics. Each subclass also gets one or two ribbons to use outside combat. It's really nice, but never enough; from my experience, the barbarian always uses that augury or commune with nature every chance they get and hungrily wants more of that, but there's usually barely anything else for barbarian to do outside combat, aside from spontaneous violent shenanigans. Where's the beastmaster that would control a feral companion and interact with natural world? A warlord with commanding presence that would strike fear into foes, inspire allies, and take charge of social situation using their almost tangible aura of power and authority? Where's a shamanistic gish or at least quasi-gish? Yes, you can say that there's that one feature that can cause fear and there's like also one spell that totem warrior can cast, but that changes nothing about how the class plays. Most of them end up running up into the thick of it to break faces all the same. I want to see variety on par with monk, when way of the shadow turns you into a master of stealth, way of mercy makes you a healer, way of sun soul makes you a ranged combatant, etc. More actual variety to the gameplay.
I need to amend my previous statement that I only have one big wish for OneDnD Warriors; I think the designers need to give the Warrior classes more features they can use outside of combat, because as it currently stands, casters can solve problems with a snap of their fingers, whereas martials are stuck having to make skill checks to see if they can succeed.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Except for the fact that that is literally what you are talking about. Elaborate.
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)
Two fingers down the throat. In the middle of a battle. Especially when a bard does it in between songs of restoration to save spell slots.
Path of the Beast -> only the claw option gives you extra damage in combat and that extra damage is the same as the two-weapon fighting style, once you get to level 5 they deal no more damage than any other barbarian using a greatsword. The other options give you either healing or tanking bonuses the former of which comes at the cost of less damage than a weapon-using barbarian. Path of the beast is only a good damage dealer if comboed with Monk...
Wild Magic -> 50% of the options give extra damage (and 3/4 of those are terrible - on par with Storm Herald), the feature is good because of the riders to the damaging effects (tmp hp = tanking, blindness = Battlefield Control), and the teleport & throwable weapon is awesome.
Zealot is the only Barbarian subclass you take if you want to deal tons of damage in combat.
Re:Monk that's a joke right? Sun Soul gives you a ranged option but doesn't make you a ranged combatant (the best thing about the subclass is the radiant fireball for 3 ki at level 11), Kensei + Sharpshooter is how to play a ranged monk. Shadow Monk is thematically cool but is designed poorly as the Shadow Step should really be used for skirmishing rather than to get into melee with enemies but is designed with the latter in mind making you super squishy, it still plays identically to other monks in combat : super mobile melee character - run/teleport over to whomever and punch them in the face, but Pass without Trace and unlimited teleport is good out of combat utility. Mercy Monk is terrible as a healer - using your ki to use the hands of healing is such a trap option I can't believe you brought it up... Mercy Monk played optimally is again like all the others, run into melee combat and do some damage with unarmed strikes and some battlefield control, they just get better options for this with Hands of Harm (more efficient damage than Flurry of Blows, and no-save poisoned!). Hands of Healing is only worth while for curing conditions and the conditions it cures are generally rare, it's handy occasionally but a dedicated healer you are not.
A gish Shaman character would be a Spore Druid, not a raging barbarian, and a melee character with a beast pet is a Ranger not a barbarian. The core identity of the Barbarian is their mindless Rage that allows them to survive grievous wounds that would kill anyone else, commanding or controlling a pet or using spells directly conflicts with that identity.
Not yet... Though it's the only realistic way to help yourself with poisoning in under 6 seconds. Well, at least food poisoning.
Above all, what I ask is that the warriors have by default many more decisions on their turn than they currently do. I'm not saying he's like a spellcaster either, but that he has more to do than just hit and hit. One option is that battlemaster maneuvers were commonplace (at least for fighters). Or if not, that at least by default everyone had a number of special attacks per long rest equal to their PB (and that these special attacks were amplified depending on the subclass). I don't know, for example, that by default they could use a use of their "special attack" or maneuver to do: Precise attack (more probability of hitting), powerful attack (greater damage) or feint (makes you more difficult to hit by that enemy). And then based on the subclass it gives you other types.
By the way, someone has said that barbarians can use their strength with bows. I hope not, since the role of the barbarian is to be in melee eating the aggro.
What I expect out of the Warrior UA is:
- Action Surge become proficiency bonus times per long rest
- Rages become proficiency bonus times per long rest
- Battlemasters get a number of superiority dice equal to their proficiency bonus, and Maneuvers get a overhaul so there is fewer of them but they are more powerful. (It's possible there is a massive rework of Fighter to make them more like a Bard with Superiority Dice instead of BI but I doubt that the community as a whole hates the Fighter enough to cause them to do that.)
- Weapon damage gets some kind of new scaling mechanic - e.g. at level 11 they add twice your STR or DEX modifier, or deal one additional weapon die of damage.
- (maybe) each weapon getting a weakened version of a maneuver you can do instead of dealing damage - like how unarmed strikes can now either do damage or grapple/shove, maybe a sword can either do damage or hobble an enemy, or a maul can either do damage or disarm an enemy.
- Monk will get a major overhaul I think, I strongly suspect the "Dazed" condition will be used in some way with Stunning Strike, and that a bunch of the utility features will get dropped in favour of more (or more powerful) combat oriented features, and weapon choice will be opened up a lot more.
This very much. Martials tend to be so heavily combat focused where as casters have ways to interact with all three pillars of play with their spells. This is a huge factor in the caster martial divide.
I don't care for the "Precision" Fighting Style presented here. A +2 to hit is far, far too good. All that's going to do is make it suck to wear armour because now first-level characters will all be rockin' a +8 to hit (+4 Attribute bonus, +2 Proficiency, and now a +2 from this fighting style). Mundane armour has a hard enough time in this game as it is. Frankly, I'd like to see all ACs from armour get a solid +5 bonus across the board...
To be fair, you're pretty biased, what with being a Steel Clad Lad and all. The +2 to hit is already in the game in the form of the Archery fighting style, and I don't think people complain about that too much.
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'm not going to get into any specific rules I want to see. They already know where they are going with their plans. And the backwards compatibility angle will prevent most big changes. If I was to write the martial classes for a new edition, I'd probably overhaul more than they plan to. So I'll just accept we will probably see more of the general restraint we have seen so far.
Overall I just want to see classes that have something for everyone. And ones that are balanced against each other. I'd like to see martials get some ways to use weapons that others don't have. Some more interesting abilities for the other pillars of play would be nice too. I think some of the worst subclasses have the potential to be some of the most exciting if they are fixed.
I don't personally like PBxperlongrest uses for abilities. It does weird things in my games. But it seems to be the way things are going. And it probably works for more people who use fewer encounters. So I can live with it. It's probably a good solution to some martial features.
Except the most of the community doesn't want this based on their actions. Any martial right now can get a ton of out of combat utility just by taking Ritual Caster (wizard), but people don't do that, they take GWM, PAM, SS, XbowXpert, Sentinel, Resilient and Tough - all feats that are combat focused. There are plenty of subclasses that have out of combat features but they are considered bad because they don't have as many or as powerful combat abilities - consider Fey Wanderer or Horizon Walker Ranger vs Gloomstalker, Samurai vs Battlemaster ... or that nearly every EK I've witnessed played takes combat-oriented cantrips, or that Ancestral Guardian and Totem Barbs never use their ritual spells (and usually MC into fighter before getting them)...