I'm guessing that they will add more masteries in a future product, much like they did with fighting styles and maneuvers. So you could very well get your wish with Stagger, Daze, etc
@@PsyrenXY I think that is what they were talking about when Crawford said the fighter ability to put any mastery on certain weapons was causing headaches on the back end.
When he compared Fighters and Wizards, I dont think they were referring to power or actual versatility. I believe they were making a comparison to Fighters being essentially the Wizards of the Martial Classes which kinds fits. Would that make Barbarians Sorcerers or Druids? Rogues and Bards are an easy one for one... except one is missing their parents and the other probably is the parent...
Yeah sorcerers are definitely the barbarian of casters given the changes. So I think it's fine flavor comparison similar to how fighter and wizard comparisons are good flavor comparison
I like how between the subclasses and the new features there’s some definite room for flavor expression where there wasn’t before. For example, an eldritch knight might flavor their tactical shift as a faux misty step, while a psi warrior could describe how they use their expanded mind and the champion explain how they’re just barreling through. Same for weapon masteries and tactical mastery as well, some real open ended space to describe how you’re doing the things you’re doing.
I think first and foremost these changes make the fighter a heck of a lot scarier on the battlefield than before. Let’s also not forget that feats could add a lot on top of all of this.
i love giving the martial clases mor eoptons. i think one of the reasons so many new p[layers are obsessed with CASTER classes is the "I NEED MORE OPTIONS".. evne when a lot of thse player sDONT NEED MORE OPTIONS. i mystelf am so tired of so many campaigns being Caster heavy, high magic BS where every round of comba tis, I CAST, i CAST, I cast, I cast.. HOLY SHIT!! does anyone her euse a FIRGIGN SWORD and HIT STUFF?
Elf Champion Fighter Fighting Style: Dueling Origin feat: Defense fighting style Weapon: Rapier & Shield Level 4 feat: Elven Accuracy Level 6 feat: Great Weapon Master Level 8 feat: Piercer Level 12 feat: Defensive Duelist I know GWM second point in the UA will not work but the bonus action attack after a crit will. Between Vex, Elven Accuracy, Heroic Inspiration and Studied Attack you should have no problem fishing crits. After a crit you can move half your speed without provoking oportunity attacks or make a bonus action attack. And all your crits deal 1 extra die of damage. Sounds pretty fun. Probably not the most optimal but still. Never would have played a champiom before and a sword and board one at that.
I think you're underestimating the power of studied attacks. It becomes extremely unlikely for you to have turns where you miss every attack (which isn't fun). When you already have a high hit chance it's less useful because you probably aren't missing to begin with, but just generally being more reliable regardless of the creature's AC is great! (Also its fun to imagine using a weapon with Vex and then having advantage on all attacks after the first one against a specific target [and Champion can give themself advantage once per turn for free so they could make it every attack])
Studied Attacks seems really cool to me idk, makes me want to play a champion with a rapier and elven accuracy and just automatically have advantage on every attack after the first. Not crazy powerful but I think it’s really flavorful.
I don’t think that it’s bad, but it does require you to miss an attack to derive any benefit from it. It’s fine, like I said it just feels a bit weak for such a high level feature.
Use the heroic initiative granted to you every turn to ensure you hit the first attack, granting advantage on every subsequent attack! It’s a win if you hit or not!
I'm so excited for the Eldritch Knight, remember there are some cantrips that also require you to make a weapon attack like green flame blade and booming blade. So imagine pushing an enemy 10 feet while hitting them with a booming blade, use your main move, attack them more, bonus action to heal+move without provoking attack of opportunity and now they HAVE to move closer to you or do no damage (assuming they have no range option/reach) which triggers booming blade. Or green flame blade along with the cleave feature, just deal ever increasing damage to the second enemy while also still hitting the first. Or to become Uber tanky and cast blade ward then hit an enemy with sap to make them attack with disadvantage and if they STILL manage to hit you, shield for reaction. All this at level, fucking, 7. Its beautiful
That "know your enemy" feature could be just one condition immunity, AC, attack modifier, or whatever at the beginning of your turn for each round that you're in combat. Basically you're becoming better at fighting them the longer you fight them.
Action Surge says any action except the magic action. EK replaces attack actions with spells. Attack actions are not magic actions. EK with three attacks - Cantrip - Second Level Spell - Action Surge - Cantrip - Second Level Spell. Just don't cast any bonus action spells or cantrips and you won't be subjugated to the bonus action spell rule.
True, and let's not forget that there are wizard spells that make a weapon attacks as well like booming blade, green flame blade and soon true strike (it's basically a new spell). Also do remember you'd need to replace 1 attack for a cantrip and 2 attacks for a 1st or 2nd level spell, so it's more (assuming 4 attacks at level 20) attack-cantrip-spell-action surge-repeat once more
Currently the only way I'm aware of for having epic boons on dnd beyond it's my creating a custom homebrew feat with the abilities granted and adding it through the features section of the character sheet.
Not sure if I like the idea of removing the magic school limitation for EK. I too understand the reasoning, but I just wanted something other than Evocation.
I totally misread studied attack as stupid attack and I was about to be so happy. Is the attack stupid good? Does the attack stupefy enemies? Who knows but I’d loudly declare STUPID ATTACK every time I used it.
Studied attacks is interesting. In combination with Vex it should mean you can just have advantage on ALL of your attacks against a given creature, after the first attack you make against them whether you hit or miss, which is a little wild.
Champions having 1 free reroll isnt as OP as some would think when you consider how many attacks they make.. it sone reroll per turn at high level, VERY COoL, but not OP.
I like the new Surprise but it's silly to not acknowledge that when a well hidden character makes an attack before initiative is rolled, they should resolve the first attack action first on the first turn, then subsequently the other parts of their turn at their initiative order as rolled. Not doing this is silly. You could have someone with truesight in pitch darkness aim a bow at someone and then just as they release the arrow, the person who can't see them suddenly gets to take an action....at an attack they can't see. They might not be able to hear it but based on sheer Dexterity, they just....spontaneously start casting AOE spells.
For a player that plays sometimes 5 to 6 characters or more per month, all with different combinations of classes and multiclasses, all these additional rules are rules I'll probably forget most of the time. I wish they'd just improve on what a class can already do rather than throw in extra limited-use abilities or abilities whose circumstances only rarely come up. Although the new Inspiration sounds pretty cool, all of those re-rolls are going to slow down gameplay, especially if you're getting them early and often. I'm not saying I'm totally opposed to this stuff, but there's so much Advantage going around now that it's just as well Advantages aren't stacking. If you're rolling a single d20 now, it's probably because your Advantage was cancelled, not that you didn't get it at all.
I believe they did, getting the two weapon fighting attack as your main attack action means you've used two weapon fighting that turn, so you can't use it in bonus action as well. We'd have to see the full language to confirm I guess, but I think that's what we've heard thus far
@@kafka6666 yeah, that's what the playtest said, am hoping they buffed it, would help the rogue catch-up damage wise, as they are probably the only ones using daggers
There was a complaint that having two nick weapons was pointless. If you actually get to make three attacks because of double nick, that's really interesting.
i get a kick out of poeple who claim, i bought the PHB so i sholdnt hav eto spend mro emoney, this is a cash grab. I GOTTA TELL YA, the game has been playtested for 10 YEARS~! IF WOTC wants to better balance the game, provide rules clarifications and quiality of lif eimprovements, NOT ONLY will i buy this book, ill buy another one for the 60th aniversary if the improvements are THIS GOOD! :D making ytour game bretter is ALWAYS a good thing. 50 bucks every10 years is peanuts compared ot other forms of entertainment.
Eldritch knight 3-6 is underwhelming. Level 7 it improves dramatically. I think they could have gotten away with giving them something better than war bond at 3.
Honestly, why play 2024 Fighter when I can play Alternate Fighter from Laserllama that's free, had years of play test and feedback, and allows me not support WoTC? Honestly 2024 doesn't look worth it.
The only thing that I wanted was the base fighter to have manuevers 😢. I would not mind the battle master being scrapped (the fighter itself is a master tactician) or they could've given it better/more manuevers, or have them use it better. Like all druids can wildshape, but the moon does it better I think that maybe tactical mind could've used another resource
I think the whole base idea of the fighter being a master of all weapons is a flawed and misguided idea Lets be honest when you made a character lets say a fighter did you imagine them with all kind of weapons or just the one you bought at level1 I think that most players who make a fighter focus on 1 weapon and expct to alway wield that weapon i think the character build to be able to wield every weapon is a niche character and the minority Basically they are making fighters wizards while people want to be sorcerer's aka fencing master vs weapon instructor
Level 9 fighter leans into this with the three masteries always available regardless of weapon. It will be a weird switch if your golf bagging weapons for different masteries for eight levels and then at level 9 you are using one weapon do all those things.
@@XanderHarris1023 actually i think this has rhe opposite effect imagine a lvl 5 dualist and a pike battle okay now at 10 they can just use the same best manuevers wouldn't it i think so atleast
@@Funkin_Disher I mean, they are meant to be the unifying system across martial classes the same way spells and slots are for casters so yes, dice pools are still predominant.
Ya, absolutely NOT using the new Surprise rule. If monsters or players are surprised, they lose a round. Its simple, its more accurate to being caught with your pants down, and its painful meaning if you are a player, getting surprise is something to work for, and to avoid at all costs. I do agree that for the most part the class and subclasses got improved from 2014 but I think the there is more that they could/should have done. That said, ya no where NEAR what spell casters are capable of but better is still better so take the buffs and run. Other than the surprise rule being shit, this part is fine. (I would argue that these are MASSIVE upgrades to the 2014, mostly QOA, but why overly quibble.)