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Chebucto Regional Softball Club

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  3. Official adventures in faerun and heroes of faerun feedback thread on reddit
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Official adventures in faerun and heroes of faerun feedback thread on reddit

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dndnext
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  • eerongal@ttrpg.networkE This user is from outside of this forum
    eerongal@ttrpg.networkE This user is from outside of this forum
    eerongal@ttrpg.network
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    • D&D Next - 5e DiscussionD D&D Next - 5e Discussion shared this topic on
    • eerongal@ttrpg.networkE eerongal@ttrpg.network
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      My copies arrived today (sales copy for my shop) have not had a chance to look at them yet.
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        I wish they hadn't changed the level 6 Knowledge Cleric feature Unfettered Mind. I much preferred the minimum of WIS score on INT checks than just INT save proficiency. Not that there's anything that can be done about that now.
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          Aielman15A This user is from outside of this forum
          Aielman15A This user is from outside of this forum
          Aielman15
          wrote last edited by
          #4
          I've wore an eye patch and checked the player-facing content. The feats are for the most part very niche and unremarkable. There was, like, one pair of Origin and General Feats that was actually good, and one pair that was just slightly subpar but still looked fun and that I could see myself using. The rest is pure trash designed as a content filler to make it seem like the book has more content than it actually does. As for the subclasses, they are fine. Winter Ranger is solid, but doesn't offer much variety over the standard Ranger kit - you are still expected to cast Hunter's Mark and hit the target with your weapons, except that your attacks can now be flavoured as being very cold to touch. Banneret is a solid improvement over the original iteration, but the pesky "once per short rest" limitation on it's first feature really hampers what would otherwise be a fun class to play. Bladesinger still is for the most part a standard wizard, but unfathomably tanky. There is no point in entering melee with this class, you just pop Bladesong and enjoy having an AC higher than the Paladin in heavy armor and Concentration saves so high you will never lose concentration on anything ever again. Spellfire sorcerer seems fun, curiously lacks many fire-themed abilities you would expect from a class with this name. Perhaps even more curiously, it's 3rd level feature allows you to deal either Fire or Radiant damage, but Spellfire Adept, the feature designed to work in tandem with it, only works with Radiant damage. That's consistent with the general lack of polish the vast majority of 5e24 content has had since its conception. Scion Rogue is like the Assassin, but slightly more sinister. It's solid, it's just that I don't feel it does enough to distinguish itself. Which is, again, a problem 5e24 has and that will only get worse as there's just not enough room to concoct different playstyles and interesting abilities. Everything's just a variation of "you get short range teleport", "you get extra skill proficiencies" (or expertise of they feel spicy), "you get to deal a different damage type", "you deal an extra dX damage", "you have advantage on some specific roll".
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