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Originally Posted by 777
I'm going to miss the Monk. I'm sure he's off contemplating the nature of The Planes in the woods some where while perfecting his technique
One thing that I did enjoy from everyone's new power's is that everyone will be dishing out tons of damages at higher levels, where as in the past, the 15th level (insert spell caster here) rolling everyone's dice collection to deal damage for the round where the Fighter delt 1d8+X.
Another pro, is that the damage per attack doesn't scale very high per attack. At most, I saw powers that did 8 or 9 dice of damage.
Critical hits are more frightening now that gobs of extra dice are added from magic items and feats.
And yes, it does feel very video game-ish. Mostly since we pen and paper players are a dieing breed, and DnD will live on through BioWare's next installment of Neverwinter Nights or another online game.
I'll be waiting for my copy of The Player's Handbook from Amazon next week.
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I never liked the idea of mixing eastern and western culture (knights and samurais) so the missing monk is a good thing in my opinion. The one thing I dont like is how they have two heavy AC melee classes, Warlord and Fighter. The Warlord could easily have become the Bard (which I wish was in the core class book). I'm glad they finally made Rangers better, and made spellcasters more interesting. I might actually try a Wizard/Warlock now.
They also gave trolls and ogres a new look which is tons better than the old forms.