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<blockquote data-quote="fireinthedust" data-source="post: 6419636" data-attributes="member: 51930"><p>The problem I'm seeing is that lots of this seems to be transcribing 4e mechanics and powers into 5e, but I'm not sure if you've stopped to appreciate the effects on 5e of what you're suggesting.</p><p></p><p>1) Mythal Recovery: Advantage is huge. Khaalis is suggesting you get advantage on pretty much all the possible Conditions you can be affected with BY ANYTHING. This includes from poison, disease, environment (cold, heat waves), spells from arcane, divine, primal, and eventually psionic power sources; not to mention every magical item and monster power out there, traps, etc. Also I only see a limitation in your original entry. There's not a limit on the recharge, such as by rest or by Ki powers, etc, in the suggested upgrade.</p><p></p><p>2) Bladesinger: +Int to all your attacks?! That's on top of Strength, you realize. You just gave that Bladesinger an epic-level magical bonus on all their sword attacks for all time: if they max their Int and Str, you're looking at a gargantuan bonus at a fairly low level. If they use a Dex-based finesse weapon, like a rapier, it gets worse. A high elf with a rapier (+2 dex +1 Int) starts with, what, +3/+3 at first level? Plus the Dex bonus to AC? So by 6th level, when this kicks in, they'd have (+4 dex/+4 Int/+3Proficiency)+11 to hit WITHOUT MAGIC. And their base AC would be (10+4+4) 18 WITHOUT ARMOR. That's better than the CR17 Sphinx, btw. Now jump to full caster, because why wouldn't you, or something with more HP, better armour proficiency, self-healing, Sneak attacks, etc. ...</p><p></p><p>Bi-line: you can't rehash 4e material and claim originality. </p><p></p><p>I like the idea behind what you're doing. It's just heavily 4e-inspired. 4e is a fun game, but 5e is a different kitten. It's much more... rules-light? Or at least it's more "theatre of the mind" than 4e. The grid-map is an optional rule for 5e. My home group doesn't use a grid map (though I keep the maps on hand, and may illustrate for a complex fight scene).</p><p></p><p></p><p>What I'm trying to say is that this looks like a character made up of abilities all piled together at once. Way more than the other classes right now, plus spells. </p><p></p><p>Take a look at the other classes. Try using their mechanics rather than 4e to do this. If you have loads of powers, DON'T use loads of spells, and vice versa. The Ranger is a good example: it has spell slots, but can power its skills with them rather than using ranger spells. The monk has Ki points, which they can use to power spells or other abilities.</p><p></p><p>Spells, btw, are class powers. If you have them, you can do whatever it is you're suggesting X number of times per day. Yes, we treat them like an add-on to other abilities, but Wizards don't have much crunch to them other than spells.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 6419636, member: 51930"] The problem I'm seeing is that lots of this seems to be transcribing 4e mechanics and powers into 5e, but I'm not sure if you've stopped to appreciate the effects on 5e of what you're suggesting. 1) Mythal Recovery: Advantage is huge. Khaalis is suggesting you get advantage on pretty much all the possible Conditions you can be affected with BY ANYTHING. This includes from poison, disease, environment (cold, heat waves), spells from arcane, divine, primal, and eventually psionic power sources; not to mention every magical item and monster power out there, traps, etc. Also I only see a limitation in your original entry. There's not a limit on the recharge, such as by rest or by Ki powers, etc, in the suggested upgrade. 2) Bladesinger: +Int to all your attacks?! That's on top of Strength, you realize. You just gave that Bladesinger an epic-level magical bonus on all their sword attacks for all time: if they max their Int and Str, you're looking at a gargantuan bonus at a fairly low level. If they use a Dex-based finesse weapon, like a rapier, it gets worse. A high elf with a rapier (+2 dex +1 Int) starts with, what, +3/+3 at first level? Plus the Dex bonus to AC? So by 6th level, when this kicks in, they'd have (+4 dex/+4 Int/+3Proficiency)+11 to hit WITHOUT MAGIC. And their base AC would be (10+4+4) 18 WITHOUT ARMOR. That's better than the CR17 Sphinx, btw. Now jump to full caster, because why wouldn't you, or something with more HP, better armour proficiency, self-healing, Sneak attacks, etc. ... Bi-line: you can't rehash 4e material and claim originality. I like the idea behind what you're doing. It's just heavily 4e-inspired. 4e is a fun game, but 5e is a different kitten. It's much more... rules-light? Or at least it's more "theatre of the mind" than 4e. The grid-map is an optional rule for 5e. My home group doesn't use a grid map (though I keep the maps on hand, and may illustrate for a complex fight scene). What I'm trying to say is that this looks like a character made up of abilities all piled together at once. Way more than the other classes right now, plus spells. Take a look at the other classes. Try using their mechanics rather than 4e to do this. If you have loads of powers, DON'T use loads of spells, and vice versa. The Ranger is a good example: it has spell slots, but can power its skills with them rather than using ranger spells. The monk has Ki points, which they can use to power spells or other abilities. Spells, btw, are class powers. If you have them, you can do whatever it is you're suggesting X number of times per day. Yes, we treat them like an add-on to other abilities, but Wizards don't have much crunch to them other than spells. [/QUOTE]
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