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[5E] Engineer class - gadgets and guns!
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<blockquote data-quote="Tquacken" data-source="post: 6966511" data-attributes="member: 6867417"><p><strong>Demolitions Sub-Discipline</strong></p><p></p><p>Way to go with this class! This is definitely the most fun and balanced homebrew class I've seen, by far!</p><p></p><p>I do have one question, though--is the Demolitions sub-discipline too underpowered? It seems like everywhere I've seen someone comment that they are playing this version of an engineer, they say they are playing a kinetics engineer (which I am, too). I love the idea of the Demolitions Engineer, since it offers so much in the realm of battlefield control and fun, I just wonder about a few things:</p><p></p><p>-for every ticker thrown, you have to succeed on a ranged attack to get it even in the right spot, then every creature in the area also gets to make a ST to avoid half the damage.</p><p></p><p>-a level 5 character deals a flat 2d6 damage in a 5' radius and 1d6 in a 10' radius, about 5-8 times per long rest (a 40% chance to hit with full damage, assuming decent stats). The fire bolt cantrip itself deals 2d10 at 5th level, with only one roll, at will (a 60% chance to hit with full damage, assuming same stats).</p><p></p><p></p><p>Since it seems like the sub-discipline has great effect on the standard damage dealing method of the engineer, I just wonder if this sub-discipline would be more fun if a small change were made. Some of my (completely underdeveloped) ideas to maybe make things a little better:</p><p></p><p>-make Volatile Overload feature available off the bat, or some variation that would make demolitions engineers really good at controlling the battlefield and debuffing, offsetting the low damage output?</p><p></p><p>-for attacking with the ticker, maybe reducing the amount of successful rolls to deal decent damage (I love the option for the ticker to land in the wrong spot, it's just a little too common for it to not do damage to the right people, I feel)?</p><p></p><p>-Increase damage scaling or radius of effects?</p><p></p><p>-maybe a remote detonation feature? That would make sneaky engineers super fun</p><p></p><p></p><p>Some things I really like about demolitions:</p><p></p><p>-timed detonation (super fun with a sneaky character who, before combat even starts, rigs up 6 to blow up at the same time, then knocks someone prone into the middle of the bomb ring for 12d6 damage of 6 different types)</p><p></p><p>-the overcharged effects (the ultimate debuffer)</p><p></p><p></p><p>Anyway, those are just my inexpert opinions! Thanks so much for making the class, I've enjoyed it a ton! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>Hopefully others have seen something similar and can offer better advice.</p></blockquote><p></p>
[QUOTE="Tquacken, post: 6966511, member: 6867417"] [b]Demolitions Sub-Discipline[/b] Way to go with this class! This is definitely the most fun and balanced homebrew class I've seen, by far! I do have one question, though--is the Demolitions sub-discipline too underpowered? It seems like everywhere I've seen someone comment that they are playing this version of an engineer, they say they are playing a kinetics engineer (which I am, too). I love the idea of the Demolitions Engineer, since it offers so much in the realm of battlefield control and fun, I just wonder about a few things: -for every ticker thrown, you have to succeed on a ranged attack to get it even in the right spot, then every creature in the area also gets to make a ST to avoid half the damage. -a level 5 character deals a flat 2d6 damage in a 5' radius and 1d6 in a 10' radius, about 5-8 times per long rest (a 40% chance to hit with full damage, assuming decent stats). The fire bolt cantrip itself deals 2d10 at 5th level, with only one roll, at will (a 60% chance to hit with full damage, assuming same stats). Since it seems like the sub-discipline has great effect on the standard damage dealing method of the engineer, I just wonder if this sub-discipline would be more fun if a small change were made. Some of my (completely underdeveloped) ideas to maybe make things a little better: -make Volatile Overload feature available off the bat, or some variation that would make demolitions engineers really good at controlling the battlefield and debuffing, offsetting the low damage output? -for attacking with the ticker, maybe reducing the amount of successful rolls to deal decent damage (I love the option for the ticker to land in the wrong spot, it's just a little too common for it to not do damage to the right people, I feel)? -Increase damage scaling or radius of effects? -maybe a remote detonation feature? That would make sneaky engineers super fun Some things I really like about demolitions: -timed detonation (super fun with a sneaky character who, before combat even starts, rigs up 6 to blow up at the same time, then knocks someone prone into the middle of the bomb ring for 12d6 damage of 6 different types) -the overcharged effects (the ultimate debuffer) Anyway, those are just my inexpert opinions! Thanks so much for making the class, I've enjoyed it a ton! ;) Hopefully others have seen something similar and can offer better advice. [/QUOTE]
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