The new paths are
- Path of the Ancestral Guardian
- Path of the Storm Herald
- Path of the Zealot
Well, I believe creating a whole new subclass for a Barbarian that essentially gets to play with advantage and disadvantage a bit is hot air, a disappointment, a waste of space.
What we don't need is "like subclass X but with the ability to hand out disadvantage instead of concept Y".
That way lies madness. An indistinguishable jumble of various ways to hand out the same two things: advantage and disadvantage.
A subclass should have unique (or at least distinct) crunch to be worthwhile.
I'd much rather reserve advantage and disadvantage for the generic effects that many different character classes can accomplish. Simplifying what a common thing like "trip" does into "everyone gets advantage on him while he gets disadvantage on you" is a great 5E invention.
Reducing ancestral spirits into a load of blabbering that doesn't mean anything except yet another way to dish out advantage and disadvantage is a huge letdown.
Things that make you unique should never be anything as bland as that.
Advantage and disadvantage is simple. But also bland. Designers should never confuse the two the way they did here.
I wouldn't mind the Barbarian summoning his ancestors to harass his foes if he actually summoned his ancestors to harass his foes.form his ancestors rather than have them summoned to harrass his foes
In real life, shamans (as spiritual guides and medicinal healers) wouldn't be that far off from the concept of the Artificer/Alchemist.
Of course they're forgettable. You're boiling away the fluff. In the wise words of every plumber ever: there's your problem.Don't make subclasses that, when the fluff is boiled away, they all end up granting advantage to this and disadvantage for that.
I can create a zillion subclasses like that. All equally forgettable.
Y'know, I guess you actually do have a point. Sorta. 5e did go the route of differentiating classes mechanically. The same goes for sub-classes. If a class or sub-class is so all-fired different in the 'fluff' department, the existing design precedents (which Mr Mearls is in no way bound by) would seem to suggest they'd get an equally all-fired different mechanic to back it up.Don't make subclasses that, when the fluff is boiled away, they all end up granting advantage to this and disadvantage for that.
I can create a zillion subclasses like that. All equally forgettable.
Fluff with no mechanical distinctiveness isn't worth the effort of putting it together.Of course they're forgettable. You're boiling away the fluff. In the wise words of every plumber ever: there's your problem.
This is so very dishonest and actually anti-intellectual too.Of course they're forgettable. You're boiling away the fluff. In the wise words of every plumber ever: there's your problem.
You might be happy with a game where everybody gets the same advantage and disadvantage powers, only they differ in how one "uses Jedi mind games" to achieve this, the second "summons his ancestors", the third paints herself blue and runs naked screaming at the enemy, while the fourth uses his superior intellect to predict the enemy's every move.
You might be happy with a game where everybody gets the same advantage and disadvantage powers, only they differ in how one "uses Jedi mind games" to achieve this, the second "summons his ancestors", the third paints herself blue and runs naked screaming at the enemy, while the fourth uses his superior intellect to predict the enemy's every move.
It is bland. It is boring. It doesn't expand the design space for players to explore. It is the wrong path for 5th edition design to take.