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5e Class: Spelldancer
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<blockquote data-quote="discosoc" data-source="post: 6923934" data-attributes="member: 6801554"><p>Not a fan of the fluff, but that's not a problem you should care about. What I will say is that the Dodge action in 5e is not a very good one to have a class improve. The problem is that Dodge is kind of something that is best only here or there, otherwise it does nothing but slow the fight down (you're not attacking, and your opponent can't reliably hit you). But with the spelldancer, dodge becomes a fairly crazy tool right off the bat because you can still get an attack in as a bonus action. You may not be doing a ton of damage at first, but your opponent probably isn't going to be hitting you each round with the disadvantage, so all it does is makes the fight slow down while you build up your dancing bonus damage until deciding to fully attack. It's slow, and probably boring for everyone else at the table. Intelligent creatures are likely to just turn away and attack someone else, which is what dodge typically causes, but you aren't really sacrificing anything to make it happen.</p><p></p><p>Furthermore, the class is obviously an offensive class, so the design really should incorporate defenses as a weakness. Giving the class spells like mage armor and mirror image just don't make sense, from a balance standpoint. And speaking of spells, you've basically cherry-picked the best and most useful offensive and utility spells in the game, from what I can tell. I'd probably tone that down a bit.</p><p></p><p>Lastly, I think the theme of the class would lend itself better as a bard subclass.</p><p></p><p>Anyway, I think the overall idea is fine, in the cliche JRPG/Anime style of combat. I just think it's a bit over the top in how strong it is with both offense and defense. Even it's utility value is pretty high with being given a choice of 3 skills from a large list of some of the best skills in the game.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6923934, member: 6801554"] Not a fan of the fluff, but that's not a problem you should care about. What I will say is that the Dodge action in 5e is not a very good one to have a class improve. The problem is that Dodge is kind of something that is best only here or there, otherwise it does nothing but slow the fight down (you're not attacking, and your opponent can't reliably hit you). But with the spelldancer, dodge becomes a fairly crazy tool right off the bat because you can still get an attack in as a bonus action. You may not be doing a ton of damage at first, but your opponent probably isn't going to be hitting you each round with the disadvantage, so all it does is makes the fight slow down while you build up your dancing bonus damage until deciding to fully attack. It's slow, and probably boring for everyone else at the table. Intelligent creatures are likely to just turn away and attack someone else, which is what dodge typically causes, but you aren't really sacrificing anything to make it happen. Furthermore, the class is obviously an offensive class, so the design really should incorporate defenses as a weakness. Giving the class spells like mage armor and mirror image just don't make sense, from a balance standpoint. And speaking of spells, you've basically cherry-picked the best and most useful offensive and utility spells in the game, from what I can tell. I'd probably tone that down a bit. Lastly, I think the theme of the class would lend itself better as a bard subclass. Anyway, I think the overall idea is fine, in the cliche JRPG/Anime style of combat. I just think it's a bit over the top in how strong it is with both offense and defense. Even it's utility value is pretty high with being given a choice of 3 skills from a large list of some of the best skills in the game. [/QUOTE]
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