![]() I play Pathfinder, but some of my friends have a harder time getting into it, so something like this seems like a good middle ground that can outperform 5e while not competing with PF2. It’s not as in-depth as PF2, but I think that’s good, folks who want that level of complexity should play Pathfinder. The main difference here is the Talents are quite Substantial compared to the 5e ones, Combat Casting letting you AOO with spells when enemies move into or out of your space, Combat Conditioning Boosting your HD as well as giving you bonus HP, School Specialization letting Bards, Sorcerers, Clerics, Druids, even Eldritch Fighters and Arcane Tricksters specialize, while also still letting Wizards expand their own specializations, and Hand-to-Hand (Although unfairly nerfed for Small Creatures, I hope they change that.) letting non-monks go HAM in Unarmed while actively buffing their Grapple skills (Brawlbarian seems like a fun archetype.). Seeing some more differentiation there would be nice. I look forward to seeing what comes with classes and subclasses. Baking more options into each ancestry and making them meaningful seems like a compromise that could be very appealing. Apart from the recent controversies, I think it’s biggest issue is that in trying to move away from some of the more restrictive ways lore limited player choice, recent decisions have made lore somewhat irrelevant. ![]() There’s not a lot here to differentiate from 5e, but that’s not necessarily a bad thing. As someone who has primarily DM’d for new players, that feels like a positive move that should give players flexibility in their choices. I read it as giving you a choice of leaning towards magic or towards fighting. Feels similar to what early Pathfinder did in their first edition in terms of similarity to the D&D source.įrom a first read, I like that the heritages appear to have a little more significance than the subraces in 5e. ![]() I think this is a positive first glimpse and I hope I get a chance to try it out with some players.
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