Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's such a weird design choice. I guess it wouldn't really matter that much in tabletop, since your character choices are going to be more roleplay based, but in a video game, why not just let you throw your levels into whatever without drawbacks? Would allow for a lot more build creativity.
FWIW, I actually like it so far other than this. It seems a lot more accessible than 3rd and doesn't have the absurd power creep at mid-high level. In scope it feels a lot more like AD&D.
People really fail to understand that this a TRUE role-playing game, at least as much as you can really define ROLE-PLAYING... Think of it like this-- Would a lifelong wizard drop everything to go be a barbarian? Maybe... I could see it if they got hit in the head and lost all their int with the brain damage... but you wouldn't expect them to remain interested in reading dusty scrolls for wizardy things when they are busy flexing their barbarian muscles. Or in reverse... a person whos been a simple barbarian for the last 4 years (levels) may struggle to understand some key wizarding concepts that only those who dedicated their whole lives (or previous levels) could hope to achieve.
Just my .03; ignore it as you like.
First of all feats were one every 3 levels, fighters got a bonus feat from a narrower list every two levels and rogues got 1 bonus feat every 3 levels after 10.
Optimal martial builds actually were about a main class splashing 1-2 other classes to cover your weaknesses. If something encourages multiple low level classes it's 5E with its low hanging fruits.
But it's nice to see you having strong opinions based on completely flawed knowledge:)
Agreed with one caveat, a spell caster is going to have a much better time with a maxed out main ability than a martial. Reason being it's easy to get advantage on melee attacks and increase damage from class abilities, items, etc; but enemies saving against your spells because you kept your spellcasting ability at 16 is going to feel terrible later in the game, and with limited spell slots, it hurts way more than just missing with a melee attack.
For example 1 lvl Warlock gives you spells, 2 short rest spell slots, Eldritch blast cantrip and a patron. Much more than the similar talent "Magic initiate (Warlock)".
Another level of Warlock gives you 2 invocations, for example Darkvision (even in magical darkness) and your CHA mod to Eldritch blast damage.
A 3rd level gives you Pact of the blade, with which you can use your CHA for attack and damage rolls with any weapon and more spells.
And so on...
Not getting a feat in addition to everything you get from the second class is just balancing.
During Act 1 auntie ethel through certain events can give you +1 stat to any you want. Which will turn your 17 roll into 18 for free. You can then get +2 to your primary stat at lvl 4 and get it to 20, 4 levels earlier than everyone else.
Now that we put that aside, here's some good ones.
Paladin 2 (oathbreaker) + Pact of the Blade Warlock 5 + Paladin 5 (total Oathbreaker 7 / Warlock 5)
this combo will give you access to 2 lvl 3 spell slots you can use for smiting PER short rest on top of paladin spell slots, also, unlike pure paladins, you are going to get 3rd attack at lvl 12 since deepened pact bonus of "Pact of the Blade", stacks with extra attack for some reason. Pick Zariel Tiefling if you want to do powergame even more.
Druid 5 / Wizard 1 / Druid 6
Simple combo, good thing about wizards is that so long as you have 1 level of them, you can copy any spell to your spell book and cast it using other caster level's spell slots like druids or clerics. Meaning offensively weak druids can get access to things like fireball or disintegrate.
Paladin 2 / Wizard 1 / Tempest Cleric 9
Another good one, 1 level of wizard will allow you to get Lightning Bolt and Chain Lightning, and Channel Divinity will allow you to do max damage with them. 80 Damage AoE is nuts. You dont miss much by skipping lvl 6 priest spells. In turn, you are both very deadly caster, AND have plate armor AND can smite like no tomorrow.