Commander Playtest Class Detailed Discussion - Battlecry Breakdown Part 1 of 2

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  • Опубликовано: 17 ноя 2024

Комментарии • 8

  • @TheLibGamer
    @TheLibGamer 6 месяцев назад

    I didn't think that they were suggesting that the banner is the weapon or shield.... but that it can be attached to a weapon or shield. The fact that they didn't list AC or HP would suggest (at least to me) that a banner can't be attacked or targeted. I think that the idea is that if you plant the banner ( and get the better radius on the aura) it then makes it targetable, at least for an enemy to steal.

  • @saprone8885
    @saprone8885 6 месяцев назад

    I am stoked about trying out the commander. My only concern is the 30ft aura might be somewhat limiting, compared to for example a Kineticist Four Winds.
    My favorite tactics/feats are the ones that seem the most flexible to me:
    - Form Up!: Letting your allies Stride on your turn is the definition of being a Commander in my mind. Only costing a single action makes this easy to combine with other actions/tactics. I am looking forward in trying out different combinations with it.
    - Pincer Attack: This being an offensive tactic is misleading in my opinion. Often a Step can be as good as a Stride. The Step is free and there is no restriction on which direction an ally can go. I can see this being able to waste multiple actions of enemies for just a single action of your own. Also seems great during boss fights.
    - Strike Hard!: The Commander his attack is not as accurate or hard hitting as your Fighter/Barbarian/Rogue. This action seems comparable to using an extending rune. It has lower range and you need to have an ally next to an enemy. However, you can indirectly benefit from flanking.
    - Demoralizing Charge: High level I see a lot of potential. At worst it gives two free Strides. At best it lets your two heavy hitters get into and advantageous position and deal damage. Each ally can move towards a different enemy. Ready, Aim, Fire! seems more limiting, although with a large party of mostly ranged characters I can see this performing well during boss fights.

  • @bokajon
    @bokajon 6 месяцев назад

    Great vid! Are y'all playing in person or online? Just curious.

    • @RebelThenKing
      @RebelThenKing  6 месяцев назад

      We're all online using Foundry VTT. I'd love to play in person at some point though.

  • @BlueSapphyre
    @BlueSapphyre 6 месяцев назад

    I wish Commander was wis instead of int. For the better initiative, better medicine (for being a better field medic), and i like the idea of commander’s knowledge from experience rather than being book learned.

    • @saprone8885
      @saprone8885 6 месяцев назад

      Commander can use Warfare lore to boosts his initiative which is intelligence based. The Commander can pick up a feat called Combat Medic which can replace your "Intelligence modifier in place of Wisdom modifier for Medicine checks".
      If I were trying to optimize and be in a party of four players I would only get 12 Intelligence. This way I can affect all allies with my tactics and put the points elsewhere, like the the saving throw related attributes.

    • @BlueSapphyre
      @BlueSapphyre 6 месяцев назад

      @@saprone8885 Yeah, they put a feat tax in the commander to make them function as a wis class instead of just making them a wis class.

    • @saprone8885
      @saprone8885 6 месяцев назад

      @@BlueSapphyre Or just go with only 12 Intelligence and use Wisdom instead. I would still get Combat Medic though as it is required to get Shielded Recovery, which seems very strong. In that sense it is a feat tax in order to gain access to a much stronger feat.