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General Tabletop Discussion
*Dungeons & Dragons
(5e) Spell Warden Class
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<blockquote data-quote="Axaya Hartly" data-source="post: 6895473" data-attributes="member: 6855127"><p>Predicted changes:</p><p></p><p>I'm taking another look at inquisitor, as it stands I think the dice rolls for the core class are low enough that they are supportive rather than defining. The path inquisitor in my view doesn't support traditional dpr tests. It is so situational that to try to apply a formula to it is incredibly difficult.</p><p></p><p>You may have a wall but the ceiling is 100ft up, you may have ground but no ceiling or wall. It relies a lot on the environment to get its numbers going and that's hard to go by.</p><p></p><p>The base attack damage is 2d4, I wish I could make it half that and keep the psychic+force damage as that's a thematic thing for me but I may just drop it to 1d4 force. I've been also thinking of getting rid of the int modifier to damage as a solution to that and leaving it at 1d4 force + 1d4 psychic.</p><p></p><p>This is a grappler period so there has to be a reason for people to grapple and I think the features presented gives a good enough reason to actually grapple a target.</p><p></p><p>I added the saves to each kind of grapple for someone to have an extra chance of getting out of the grapple before taking heavy damage as well... I feel like it's balanced, bu I'd like a 2nd, 3rd or 4th opinion on this.</p></blockquote><p></p>
[QUOTE="Axaya Hartly, post: 6895473, member: 6855127"] Predicted changes: I'm taking another look at inquisitor, as it stands I think the dice rolls for the core class are low enough that they are supportive rather than defining. The path inquisitor in my view doesn't support traditional dpr tests. It is so situational that to try to apply a formula to it is incredibly difficult. You may have a wall but the ceiling is 100ft up, you may have ground but no ceiling or wall. It relies a lot on the environment to get its numbers going and that's hard to go by. The base attack damage is 2d4, I wish I could make it half that and keep the psychic+force damage as that's a thematic thing for me but I may just drop it to 1d4 force. I've been also thinking of getting rid of the int modifier to damage as a solution to that and leaving it at 1d4 force + 1d4 psychic. This is a grappler period so there has to be a reason for people to grapple and I think the features presented gives a good enough reason to actually grapple a target. I added the saves to each kind of grapple for someone to have an extra chance of getting out of the grapple before taking heavy damage as well... I feel like it's balanced, bu I'd like a 2nd, 3rd or 4th opinion on this. [/QUOTE]
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