Most of the fundamentals are the same – d8 HD, Dex/Cha as proficient saves, 3 Skills chosen from the full list, three Musical Instruments, Light Armor training.I like the idea of the Bard being something special, at least. The flavor text puts more emphasis on “Bards are more than just musicians” than I think I’ve seen before. I’m predicting that getting locked out of some feats, and thus some character build strategies that were possible in 2014’s rules, will be the enduring legacy of this structure. Class groups, as we’ll see, strongly inform feat options, though they’re not shy about building in cutouts – as with the Ranger getting inherent permission to buy fighting style feats, or feats belonging to more than one group.We’re going to see a lot of features built around access to a short selection of off-list spells, especially in subclasses that let you get into a different class role.The Expert group doesn’t strictly attach to any of the spell lists – Bards are limited-Arcane (with a somewhat messy splash of spells found only in Divine/Primal), Rangers are Primal, and we can safely assume that Artificers will likewise be limited-Arcane with a splash for healing options.What they do have in common is that they’ll do well in skill-centered situations – let’s talk about that idea again when I get to the Rules Glossary. ![]() Rangers are strikers who can feat their way into defenders. ![]() Bards are leaders/controllers who can be strikers with the right subclass picks.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |