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General Tabletop Discussion
*Dungeons & Dragons
Taldorei Subclasses - Experience in Play
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<blockquote data-quote="MostlyHarmless42" data-source="post: 7523191" data-attributes="member: 6845520"><p>I took a look at the subclasses listed. I find nothing that seems too powerful or weak from a cursory glance. The only real minor thing I could see offhand is the runechild sorcerer makes no mention of how long "charged runes" remain active (one would assume until the sorcerer long rests), so I could see a potential concern as to a player deliberately blowing through their spell points at the first encounter of every day and then charging up their runes to full between each encounter for a lot of potential damage reduction for themselves or others using runes, though as all of their archetype abilities have a rune cost and they don't get much else it may be unwarranted to be concerned about (no worse than a warlock/ranger concentrating on hex/hunters mark for 8 straight hours between every combat, for example). </p><p></p><p>More importantly, I feel like all of them do actually feel like true 5e subclasses, something I cant say of all of Mercer's homebrew stuff (looking at you gunslinger and blood hunter class). I like the look of the runechild and path of the juggernaut in particular. Odd point I was considering about the blood domain, I feel it is odd that cure wounds is not a domain spell or some other spells that fit the concept of blood being a lifeforce/good thing, though I know nothing of his setting so I cant comment of if it is supposed to have an "evil" vibe or not.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7523191, member: 6845520"] I took a look at the subclasses listed. I find nothing that seems too powerful or weak from a cursory glance. The only real minor thing I could see offhand is the runechild sorcerer makes no mention of how long "charged runes" remain active (one would assume until the sorcerer long rests), so I could see a potential concern as to a player deliberately blowing through their spell points at the first encounter of every day and then charging up their runes to full between each encounter for a lot of potential damage reduction for themselves or others using runes, though as all of their archetype abilities have a rune cost and they don't get much else it may be unwarranted to be concerned about (no worse than a warlock/ranger concentrating on hex/hunters mark for 8 straight hours between every combat, for example). More importantly, I feel like all of them do actually feel like true 5e subclasses, something I cant say of all of Mercer's homebrew stuff (looking at you gunslinger and blood hunter class). I like the look of the runechild and path of the juggernaut in particular. Odd point I was considering about the blood domain, I feel it is odd that cure wounds is not a domain spell or some other spells that fit the concept of blood being a lifeforce/good thing, though I know nothing of his setting so I cant comment of if it is supposed to have an "evil" vibe or not. [/QUOTE]
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