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![]() Longer turns arent bad. They exist in some form for most classes. We dont rip into rogues for going off and pick-pocketing the populace or combat maneuver builds for taking multiple checks in a single attack action. In the past the minion classes haven't drug table time into 15 minutes for a single player and as long as things are happening the game stays interesting. The only time I've ever seen it degrade into too long of a turn was with open Leadership feat abuse which we dont have in 2.0. ![]()
![]() Joe Mucchiello wrote:
On this note though, how is necromancer going to play out. It takes a command per minion. They can have up to 4. There goes their entire turn. Because you have to "push" each minion instead of group commanding. Also as a note on summoning: you have to concentrate which is a bigger cost in 2.0 than the base game. ![]()
![]() LordKailas wrote:
But as far as what youre feats give you access too.... well humans are outpacing everyone and halflings are still screwed. The shear value of an extra class feat or general feat is way more then low light vision, unencumbered, or speed is gonna give you. ![]()
![]() Bardarok wrote:
Thanks. The GM was pushing for the normal effects from the command animal skill use due to that rules section until we plead to be functionable. Knowing that theres a companion specific rules change is a lifesaver. ![]()
![]() Animal companion classes - Ranger, Druid, Paladin - face the same problem that killed 5Es beastmaster ranger: action economy. Animal druid kind of gets a break here in that once you hit 4th you don't have to use one of your actions to command one of the moves but essentially the problem boils down to having only 3 actions. Turns in encounter mode end up by rules looking like: >1st action: handle animal to even be able to command
Even without handle animal, players are sinking 2 actions into handling their companion leaving them one to attack themselves, cast, or attack. I got around this by being mounted so my companions movement moves me, but it hits the same action economy point where you are asking players to sacrifice their actions in order for their companions to see action. While the balance of this can be argued, companions and their advancement are core class features on par with any of the others and there should not be action tax to use them. My group is house ruling that there is no handle animal check and that you only need one command per round to move and attack; however this hurts the benefit 4th level druid gets. (Our group has each companion class so its a visible hit to druid). If anyone has feedback on how we can fix this for the system that would be great. I like pet classes and I'd hate for them to become pariah like the did in 5E. ![]()
![]() Everyone seems to have some issue with this area of the game, and I wanted to collect all the ones I've seen and experienced in one post. The problems appear to be:
The best example I can give is that an arcane caster elf has no incentive to take two of their strongest abilities - weapon familiarity and otherworldly magic, leaving Ancestral Longevity as the good pick with little growth. The other abilities are situational or not beneficial to a build. While abilities don't all need to line up for a build (I'm personally a big fan of suboptimal play - halfing barbarian and all) it would help if there were some flavor synergy that felt good. |