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Enberoth: Industrial Era D&D (5e) (V0.1). Looking for feedback/editors!
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<blockquote data-quote="dgscott" data-source="post: 7013007" data-attributes="member: 6872734"><p>Thanks for the reply, Blue. That was some really helpful feedback. I’ll address some of the points you brought up</p><p></p><p>-The artwork. Yes, it isn’t yet credited. I was in kind of a rush to get this pre-release out there, so I didn’t seek out every artist. I fully intend on crediting them on the next (pre) release.</p><p></p><p>-Reflexive attack. Do you think this maneuver would be more balanced if I just removed trigger (a) (misses ranged attack) and trigger (e) (fells all enemies within 5 feet)?</p><p></p><p>-I’ll try to avoid the +1’s to weapon attacks.</p><p></p><p>-High noon. The phrase "make up to as many attacks as you have bullets in your revolver's cylinder on as just as many targets" is intentionally vague. It can mean multiple targets, or one target. I want to allow a little bit of DM interpretation on that one. And as for when the reaction can take place, I mean literally any time in that round of combat before you take your first turn because it is a reaction.</p><p></p><p>-Swashbuckler. You don’t need a melee weapon to negate the disadvantage, but I’ll fix the next bit about the light weapon in the off hand. It is in fact, supposed to only be melee weapons.</p><p>-The issue with the Sharpshooter feat with the -5/+10 deal is that it’s OP at lower levels, but underpowered at lower levels. I don’t think the tradeoff is inherently OP at the right level. So, what I’ve done is adjusted it to be more level specific. The reason that the ratio shifts more toward damage at later levels is because one’s attack bonus and damage don’t increase proportionally. At higher levels, one’s damage goes waaaay up, but one’s attack bonus is more steady. But I’ve kept it even at lower levels.</p><p></p><p>-Marksman. Yes, it is powerful, but it also really limits one’s actions. Consider it’s a feat, I think it’s pretty balanced.</p><p></p><p>-Rapid reload. Nah, guns only. There’s crossbow expert for crossbows.</p><p></p><p>-Rifled reflexes. I understand your concerns with this feat. I’d already made feats for pistol users, shotgun users, and snipers, but I also wanted to have one for a straight rifleman. I’m definitely open to suggestions.</p><p></p><p>-Reloading. You gotta reload when your gun is empty. Like in real life. I’ll see if I can’t make that more clear</p><p></p><p>-Scatter. Not an area effect. How it works is in the weapon properties, in case you missed it.</p><p></p><p>-Medicine. That’s a good idea. What I think I’ll do is have two different kinds of medicine, one for diseases, and one for healing.</p><p></p><p>Anyways, thanks again for the feedback.</p></blockquote><p></p>
[QUOTE="dgscott, post: 7013007, member: 6872734"] Thanks for the reply, Blue. That was some really helpful feedback. I’ll address some of the points you brought up -The artwork. Yes, it isn’t yet credited. I was in kind of a rush to get this pre-release out there, so I didn’t seek out every artist. I fully intend on crediting them on the next (pre) release. -Reflexive attack. Do you think this maneuver would be more balanced if I just removed trigger (a) (misses ranged attack) and trigger (e) (fells all enemies within 5 feet)? -I’ll try to avoid the +1’s to weapon attacks. -High noon. The phrase "make up to as many attacks as you have bullets in your revolver's cylinder on as just as many targets" is intentionally vague. It can mean multiple targets, or one target. I want to allow a little bit of DM interpretation on that one. And as for when the reaction can take place, I mean literally any time in that round of combat before you take your first turn because it is a reaction. -Swashbuckler. You don’t need a melee weapon to negate the disadvantage, but I’ll fix the next bit about the light weapon in the off hand. It is in fact, supposed to only be melee weapons. -The issue with the Sharpshooter feat with the -5/+10 deal is that it’s OP at lower levels, but underpowered at lower levels. I don’t think the tradeoff is inherently OP at the right level. So, what I’ve done is adjusted it to be more level specific. The reason that the ratio shifts more toward damage at later levels is because one’s attack bonus and damage don’t increase proportionally. At higher levels, one’s damage goes waaaay up, but one’s attack bonus is more steady. But I’ve kept it even at lower levels. -Marksman. Yes, it is powerful, but it also really limits one’s actions. Consider it’s a feat, I think it’s pretty balanced. -Rapid reload. Nah, guns only. There’s crossbow expert for crossbows. -Rifled reflexes. I understand your concerns with this feat. I’d already made feats for pistol users, shotgun users, and snipers, but I also wanted to have one for a straight rifleman. I’m definitely open to suggestions. -Reloading. You gotta reload when your gun is empty. Like in real life. I’ll see if I can’t make that more clear -Scatter. Not an area effect. How it works is in the weapon properties, in case you missed it. -Medicine. That’s a good idea. What I think I’ll do is have two different kinds of medicine, one for diseases, and one for healing. Anyways, thanks again for the feedback. [/QUOTE]
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