|2 people marked this as a favorite.|
I finally got my copy of the PHB, and now that I can see different path options within each class, I'm really feeling the approach the class design, even more than what I saw in the playtest.
So I figured I'd start up a thread for everyone to share the elements they've noticed that have them most excited or interested in the edition, or any other stuff that just looks cool.
Here are the big ones for me thus far:
1) Character choices having a big impact.
I'm really impressed by how much weight goes into the different character path choices within each class. Wizard specialists not just being about having different spells, but actually getting truly unique abilities that fit the flavor of their specialization. Same goes for cleric domains, with domain impacting skills, equipment, spells, special abilities... that's really cool.
It also shows me the direction, I'm guessing, for any future content. Will we eventually see future classes like the Psion? Sure, seems likely. But plenty of other character options seem like they will simply be incorporated as path variants within the existing classes. Why come out with a Psychic Warrior class, for example, when you can just make that a Martial Archetype for the Fighter - just as the Eldritch Knight is?
Adding new variants within each class seems like it will let you capture plenty of unique builds and concepts without needing to resort to countless new classes / prestige classes / paragon paths / etc. Which has me hopeful that they will have plenty of room to develop new content without going down the usual path of option bloat and optimization.
2) Character abilities that really feel unique.
Warlocks who have made pacts with Great Old Ones (ie, Far Realm / Star Pact / etc) just straight up get telepathy at level 1. Wild Magic Sorcerers have a chance to trigger a wild magic surge every time they cast a spell - or more often, if the DM invokes it upon them! Rogues are wily, crafty skirmishers who get free utility actions each round of the combat, letting them dash safely past enemies, dart out of sight to go hide, disable traps while tossing a dagger at a foe, etc.
I feel like they have done a good job, with many abilities, of giving out benefits that feel meaningful and useful, without being overpowered. I'm not sold on every such build - the Shadow Monk looks awesome, for example, but the Elemental Monk hasn't really grabbed me.
But nonetheless, I like how just about every class has something unique going for it (or at least has some options in that category). I feel like it avoids the disparity of 3.5 (where some characters were pretty mundane from start to finish), while also avoiding the 'sameiness' that could crop up in 4E.
3) Taking the best of both worlds.
I like seeing the blend of concepts from editions - not just in the mechanics, but also in the flavor. Discovering the Avenger was still around - as a Paladin buld - was a great surprise.
I was thrilled at how the Warlock incorporates elements of both the 3.5 warlock (with at-will invocations) plus elements of the 4E Warlock (with different pacts, unique spells like Hellish Rebuke, the Fiendish Warlock's ability to gain temps by killing foes, and the ability to Hex enemies for ongoing damage bonuses).
Does it support every build found in every edition? Well, no, but that's a bit of an impossible task. But I was impressed at how many different versions and references seemed to be around.
Does it only have the best options from every edition? Given that 'best' is subjective, the answer there is inevitably going to be no. There are certain some elements I'm not entirely sold on, as well as things I miss from some editions that got left behind. But they obviously made an effort to try and incorporate as much as possible for those who liked different styles of play, as well as different elements of flavor that cropped up in each edition.
4) Character build flexibility.
One of my fears about the new edition was that options would be somewhat limited. And there are some areas where elements of that are true - once you make some of your big choices (character path within a class, feats, etc), you might not have many more decisions to make within your character build.
However, within those choices themselves, I feel like there are a vast number of playstyles and character builds that are not just available, but feel perfectly viable for play.
Fighter is a great example of this. Do I want a 4E style tank that protects his allies? I take the Protection Fighting Style, the Battle Master Archetype with Goading Attack, and the Sentinel Feat, and suddenly I've got all the best aspects of the 4E protector.
Do I instead want an Elven Bladesinger? I go Eldritch Knight with the Dueling Fighting Style, a finesse weapon, and the Defensive Duelist and the Mobile feat. I'm fast, agile, hard to hit and able to wield sword and spell to good effect.
Or let's go for a Warlord! I take the Inspiring Leader feat, and snag Commander's Strike, Manuevering Attack and Rally as Battle Master options. I can hand out temps to help my friends, and give them free movement and attacks (with bonuses) on my turn.
Having a class that can so easily accomodate those builds - as well as more classic builds like sharpshooting archers, or charging greatsword wielders - or more unusual stuff like unarmed grapplers or shield bashers - is a very good sign to me.
The big worry, of course, is whether those builds are viable at all levels. You don't get a feat until level 4, after all. You don't get your fighter archetype until level 3. On the other hand, it seems intentional that the first few levels should get pretty quickly - and are even perhaps deliberately less defined, so that you have a few levels before really having to decide where to focus one's build. I'll wait to see how that plays out.
Still - overall, I find myself thinking of countless different types of characters I can build and play with these rules. For me, that is a very good sign of things to come.