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lowkey13
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Heh. You wanted constructive feedback! I'm just pointing out the HD are something that is intrinsic to the class structure, but often ignored. And there's a pretty, pretty, pretty strict hierarchy. TBH, I expect there were debates at WoTC about giving the Barbarian d12 instead of d10.
But yeah, it seems to me that:
Non-fighting = d6
Fighting = d8
Martial = d10
Tough guy = d12
So the d12 for a Barbarian (over and above the fighting characters, like Clerics and Monks, and even above the martial characters like Fighters(!), Rangers, and Paladins) is kind of special. IMO. You should only give that to a class concept that, like the Barbarian, is supposed to be a meat shield.
"Don't talk. Must kill orc."
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EDIT: Actually with the post above me a way around it would be if you picked the archetype at 1st level then maybe the Hit Die type could actually be determined by archetype? Also it is kind of funny that all of a sudden at level 3 the Hulking Shapeshifter removes their armor.
Also that reminds me one of the features adds Con mod to slam damage, but do they still use Strength for attack and damage and Con is just added on top of that? Are they going to be even more MAD than Barbarians in wanting Strength for attack and damage, Con for well everything it benefits especially with the Hulking archetype that adds it to AC, Dex for AC, and Cha for some stuff because it seems to be somewhat important.
I hear you, but "not allowed to suck in combat by default" does not equal d12 hit dice. Paladins, Rangers, and Fighters do not "suck in combat by default" and they have d10. Clerics and Monks, for that matter, do not suck in combat by default, and they have d8. It's a question of balance- not just for the class, but between classes. That's often an issue for homebrew classes (I want my class to have X awesome feature, but I also want to make sure it can do Y, and it wouldn't be fair if it also couldn't do Z). It may also depend on how combat-heavy your campaign is. Right now, it looks to me like this is a class that is awesome at a few too many pillars.
I hear you, but "not allowed to suck in combat by default" does not equal d12 hit dice. Paladins, Rangers, and Fighters do not "suck in combat by default" and they have d10. Clerics and Monks, for that matter, do not suck in combat by default, and they have d8. It's a question of balance- not just for the class, but between classes. That's often an issue for homebrew classes (I want my class to have X awesome feature, but I also want to make sure it can do Y, and it wouldn't be fair if it also couldn't do Z). It may also depend on how combat-heavy your campaign is. Right now, it looks to me like this is a class that is awesome at a few too many pillars.
Well, as a homebrew, it can have whatever. Mechanics, in the end, are whatever the group thinks is fun. If the group wants the shapeshifter to have 2d10 HD, and it works for them, then it works for them.
But you'll note that both the Barbarian and the (unofficial) playtest Ranger subclass are both very constrained in their powers - since they don't cast spells and are considered "non-magical." This ... seems a little different. I would also add that I wasn't the only person who immediately noted issues with having the (unofficial) Ranger subclass get 2d6 HD.
It may seem like a small thing, but I don't think it is in terms of overall game balance. If you're saying, for example, that this magical shapeshifter is as powerful a melee fighter as, say, a Fighter, then that means it's d10.