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<blockquote data-quote="pirate gonzalez" data-source="post: 7005873" data-attributes="member: 6862829"><p>Hey, here are some of my thoughts. Please note that I’m not mechanically minded with these, so I can’t say whether something is mathematically too strong or underpowered. Just my impressions.</p><p></p><p>Also, it seems like there’s not a lot of feedback on homebrews on these forums, you might want to try taking a look at the Unearthed Arcana 5e reddit thread, I spend some time there and it seems quite active.</p><p></p><p>Commander Tactics: You Commander Tactics defines what kind of commander you are. You can choose between Assault Coordination, Intel Manipulation, and Psychological Battle.Your Commander Tactics give you access to unique abilities and characteristics.</p><p></p><p></p><p>Rallying Word: Only 1/short rest seems like its not a lot of healing, but the short rest recharge means that theoretically it could be used a lot. As an idea, you could consider making it grant temp HP instead, and therefore it could be used a number of times equal to you CHA?</p><p></p><p></p><p>Create Opening: need to specify what kind of action this takes, if any.</p><p></p><p></p><p>Assist Ally: This should have a limit, I think. You’re essentially giving one of your teammates advantage every round. It might be fine though.</p><p></p><p></p><p>Coordinated Attack: Sounds good. Maybe give yourself an extra attack, but allow the option to forego it to grant the reaction attack to an ally? That way you can still fight well yourself. </p><p></p><p></p><p>Body Reader: Is proficiency in 3 skills a lot compared to other classes?</p><p></p><p></p><p>Lend Hand: Looks ok I think.</p><p></p><p></p><p>Capstone Feature:</p><p></p><p></p><p></p><p></p><p>Assault Coordination:</p><p></p><p></p><p>Charge Leader: Sounds good. </p><p></p><p></p><p>Fighting Style: cool.</p><p></p><p></p><p>Flank Coordination: Not a fan of this, since it essentially grants advantage on every attack. Plus it locks down a solo monster. </p><p></p><p></p><p>Intel Manipulation:</p><p></p><p></p><p>Plan of Action: Cool idea. </p><p></p><p></p><p>Quick Analysis: Not as good as Assault Coordination, IMO. Maybe just make it an improvement of Plan of Action?</p><p></p><p></p><p>Precise Timing: Maybe have it add your proficiency modifier instead? </p><p></p><p></p><p>Psychological Battle:</p><p></p><p></p><p>Unarmored Defense: I’d suggest something else. Seems like a departure from every other part of the class to ignore armor. I get the idea, just not a fan of it so much.</p><p></p><p></p><p>Unnerve Opposition: Only thing I’ve seen so far that allows a save, maybe more abilities should? Initially I was going to say disadvantage on all attacks is too much before I realized it’s a 1/short rest use. </p><p></p><p></p><p>Motivate Ally: Next any attack that hits, or you have to specify the ally?</p></blockquote><p></p>
[QUOTE="pirate gonzalez, post: 7005873, member: 6862829"] Hey, here are some of my thoughts. Please note that I’m not mechanically minded with these, so I can’t say whether something is mathematically too strong or underpowered. Just my impressions. Also, it seems like there’s not a lot of feedback on homebrews on these forums, you might want to try taking a look at the Unearthed Arcana 5e reddit thread, I spend some time there and it seems quite active. Commander Tactics: You Commander Tactics defines what kind of commander you are. You can choose between Assault Coordination, Intel Manipulation, and Psychological Battle.Your Commander Tactics give you access to unique abilities and characteristics. Rallying Word: Only 1/short rest seems like its not a lot of healing, but the short rest recharge means that theoretically it could be used a lot. As an idea, you could consider making it grant temp HP instead, and therefore it could be used a number of times equal to you CHA? Create Opening: need to specify what kind of action this takes, if any. Assist Ally: This should have a limit, I think. You’re essentially giving one of your teammates advantage every round. It might be fine though. Coordinated Attack: Sounds good. Maybe give yourself an extra attack, but allow the option to forego it to grant the reaction attack to an ally? That way you can still fight well yourself. Body Reader: Is proficiency in 3 skills a lot compared to other classes? Lend Hand: Looks ok I think. Capstone Feature: Assault Coordination: Charge Leader: Sounds good. Fighting Style: cool. Flank Coordination: Not a fan of this, since it essentially grants advantage on every attack. Plus it locks down a solo monster. Intel Manipulation: Plan of Action: Cool idea. Quick Analysis: Not as good as Assault Coordination, IMO. Maybe just make it an improvement of Plan of Action? Precise Timing: Maybe have it add your proficiency modifier instead? Psychological Battle: Unarmored Defense: I’d suggest something else. Seems like a departure from every other part of the class to ignore armor. I get the idea, just not a fan of it so much. Unnerve Opposition: Only thing I’ve seen so far that allows a save, maybe more abilities should? Initially I was going to say disadvantage on all attacks is too much before I realized it’s a 1/short rest use. Motivate Ally: Next any attack that hits, or you have to specify the ally? [/QUOTE]
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