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<blockquote data-quote="Kisanji Arael" data-source="post: 2714779" data-attributes="member: 20056"><p><em>Forewarning: I get kind of rough in this. Probably because I'm writing a satire article later tonight. It always makes me feel somewhat bitter. Or maybe it's bitterness against my oncoming religion paper. Or the wrestling. Yeah, it's probably that. Whatever the case, PG-13 from here until the end of the post.</em></p><p></p><p>The problem for me is that this class seems a bit bland. I would almost prefer it as a monster with a high CR than a class. Unlike the Jester, I don't think that the first level is where potential unbalance comes in. The problem, for me, is definitely the high levels. Specifically, I'm pretty sure that this archanarchost (assume Wis 20 by level 20) can use organisms reestablishment to heal 20d6 damage for a straight 24 rounds. Assuming that you only rolled 1s on every die, that would still be 480 damage. Assuming an average (3.5) damage healed, this turns into 1680 damage. On average. At the same level, on a different day, he could use direct damage to deal that same damage to another creature. Oh, and don't think too much about the Fortitude Save -- they have to scrape together a total roll of 40 to cancel every set of 20 dice. Or, with adjacant damage, he could deal that to everyone around him. He could walk through a crowded street, and every six seconds (or whatever you think a round is) everyone next to him falls dead. These bystanders might be able to dodge the damage.... if they were all epic rogues, blink dogs, or sometihng else with insanely high chance to miss. Time Warp, by the same respect, allows you 480 apparent seconds... 8 minutes.... of time to pickpocket every noble in an entire court. Oh, and don't use 1d1. </p><p></p><p>Even at low levels, they can take out encounters almost on their own. If one does have 18 Wis as you suggest, he's capable of dealing 5d6 magical damage every day... compared to the Wizard's maybe 2d4+2. </p><p></p><p>Their weakness? They're entirely a munchkin class, caring only about munchkin things. They can deal damage, they can heal themselves and others, they can block damage from hitting them (Covers from hits+Induced Paranoia), and they're given, straight from the description, the roleplaying potential of a dead rat. In fact, according to the description, all they care about is power, and honestly, according to said description, they have every right to ignore roleplaying all together. It's almost Angsty Teen for d20. Here's a possible ability:</p><p></p><p>Mock in <s>LiveJournal</s> DeadJournal: You put up harsh criticism of someone whose opinions, beliefs, or actions you disagree with. They take 1d6 damage for every ten hits your site gets. Anyone who leaves negative comments takes 1d6 damage per character level.</p><p></p><p>The class's greatest flaw is that all non-combat abilities are ignored, but there is an easy way to kill them: Drowning. Or lava. They may be able to avoid the damage for a while, but with so few skill points and no physical class skills, they're going to have to learn to swim fast or else suffer from drowning rules. That's damage you can't block. Unlike a wizard, they have no spells to compensate for physical incompetance. Unlike a cleric, they don't have a God behind them. Unlike a druid, they can't assume an animal form that would suit the situation. So, while they're great in plains battles, any time they're forced outside of their niche, they die. </p><p></p><p>As a matter of fact, I will be taking this and making it into a high level creature. I'll still have to tone it down a lot to make it balanced, but I think it'll be fun. Creating their weltenschauung I look forward to especially.</p><p></p><p>No personal attack is intended. I did the munchkin thing, and mine was damn versatile (and is now painful to read). It had about one minute a day of damn near unstoppability. So yes, I've made unbalanced classes. But the real challenge for me is keeping them all balanced.</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 2714779, member: 20056"] [I]Forewarning: I get kind of rough in this. Probably because I'm writing a satire article later tonight. It always makes me feel somewhat bitter. Or maybe it's bitterness against my oncoming religion paper. Or the wrestling. Yeah, it's probably that. Whatever the case, PG-13 from here until the end of the post.[/I] The problem for me is that this class seems a bit bland. I would almost prefer it as a monster with a high CR than a class. Unlike the Jester, I don't think that the first level is where potential unbalance comes in. The problem, for me, is definitely the high levels. Specifically, I'm pretty sure that this archanarchost (assume Wis 20 by level 20) can use organisms reestablishment to heal 20d6 damage for a straight 24 rounds. Assuming that you only rolled 1s on every die, that would still be 480 damage. Assuming an average (3.5) damage healed, this turns into 1680 damage. On average. At the same level, on a different day, he could use direct damage to deal that same damage to another creature. Oh, and don't think too much about the Fortitude Save -- they have to scrape together a total roll of 40 to cancel every set of 20 dice. Or, with adjacant damage, he could deal that to everyone around him. He could walk through a crowded street, and every six seconds (or whatever you think a round is) everyone next to him falls dead. These bystanders might be able to dodge the damage.... if they were all epic rogues, blink dogs, or sometihng else with insanely high chance to miss. Time Warp, by the same respect, allows you 480 apparent seconds... 8 minutes.... of time to pickpocket every noble in an entire court. Oh, and don't use 1d1. Even at low levels, they can take out encounters almost on their own. If one does have 18 Wis as you suggest, he's capable of dealing 5d6 magical damage every day... compared to the Wizard's maybe 2d4+2. Their weakness? They're entirely a munchkin class, caring only about munchkin things. They can deal damage, they can heal themselves and others, they can block damage from hitting them (Covers from hits+Induced Paranoia), and they're given, straight from the description, the roleplaying potential of a dead rat. In fact, according to the description, all they care about is power, and honestly, according to said description, they have every right to ignore roleplaying all together. It's almost Angsty Teen for d20. Here's a possible ability: Mock in [S]LiveJournal[/S] DeadJournal: You put up harsh criticism of someone whose opinions, beliefs, or actions you disagree with. They take 1d6 damage for every ten hits your site gets. Anyone who leaves negative comments takes 1d6 damage per character level. The class's greatest flaw is that all non-combat abilities are ignored, but there is an easy way to kill them: Drowning. Or lava. They may be able to avoid the damage for a while, but with so few skill points and no physical class skills, they're going to have to learn to swim fast or else suffer from drowning rules. That's damage you can't block. Unlike a wizard, they have no spells to compensate for physical incompetance. Unlike a cleric, they don't have a God behind them. Unlike a druid, they can't assume an animal form that would suit the situation. So, while they're great in plains battles, any time they're forced outside of their niche, they die. As a matter of fact, I will be taking this and making it into a high level creature. I'll still have to tone it down a lot to make it balanced, but I think it'll be fun. Creating their weltenschauung I look forward to especially. No personal attack is intended. I did the munchkin thing, and mine was damn versatile (and is now painful to read). It had about one minute a day of damn near unstoppability. So yes, I've made unbalanced classes. But the real challenge for me is keeping them all balanced. [/QUOTE]
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