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Adept class
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<blockquote data-quote="77IM" data-source="post: 7348266" data-attributes="member: 12377"><p>OK, I made a bunch of subtle revisions based on [MENTION=20564]Blue[/MENTION]'s feedback and my own dissatisfaction with the class.</p><p></p><p>First, I finally found a flavor angle that I like, although I'm not sure I've articulated it well in the class write-up. I took one of the headers, "Master Your Own Destiny," and interpreted it literally.</p><p></p><p>Role-wise, if a paladin is a "holy warrior with divine power," then we mostly think of an anti-paladin as "unholy warrior with demonic power." But the adept is sort of an a-paladin: "atheist warrior with scientific power." (In 5e, magic is often treated like a science, especially the wizard's approach with textbooks and formulae. This explains why the adept is an Int-caster like the wizard, and not a Cha-caster like the sorcerer.) So unlike the paladin, who follows an external power (even if it's not a god, it's a cosmic force like Justice), or the ranger, who has all this stuff about nature and balance and harmony, the adept is internally driven and wants to impose their own will on the world around them. At a metafictional level, the adept is trying to break free of the longstanding D&D tradition that fighters and mages are somehow "opposites." </p><p></p><p>Ability-wise, the adept now has several powers that seem to flout fate, although it is not the main focus of the class, mechanically. Notably, they get a level 1 "ribbon" that they are immune to having their actions predicted by divination magic. And at 11th level they get a powerful, but expensive, way to affect their own luck (Destiny Surge). I ditched Arcane Sense because it was boring and unnecessary.</p><p></p><p>I've had trouble with making a good 11th level power for this class. Classes are supposed to get a damage boost at 11th. Fighter gets a third Extra Attack, paladin gets the ridiculous Improved Divine Smite, spellcasters get an additional cantrip damage die, etc. Originally I had the adept getting an extra use of Power Surge at 11th, but I think that's too powerful. So I replaced it with Destiny Surge, which is not strictly a damage boost, but effectively becomes a damage boost when combined with the class's other abilities. This also let me think up a much better and more interesting capstone.</p><p></p><p>"Supernatural Prowess" was renamed to Power Surge because I like that name better and it is a clearer analog to the fighter's Action Surge. The two abilities usages increase at roughly the same rate, and are about as powerful (taking an extra action vs. just getting advantage on your one action). </p><p></p><p>Finally, I moved some abilities around. Magic Resistance is pushed back to 15th, and at 10th is Concentration Focus which improves the spellcasting story a little bit. All subclasses had their powers shuffled around. The Spellblade loses Superior Spell Channelling and gets their awesome Duelist's Surge split into two abilities. The Vigilante's Skill Training is weakened and split in half also, and their Empowered Attack is a little weaker, too. The Warder's Spiritual Bond no longer works on unwilling subjects; their Prescience no longer boosts allies; and their Warding Aegis was moved to later (but made into an unlimited-use power).</p><p></p><p>These changes let me clean up the layout somewhat, too, which I'm pretty happy about.</p></blockquote><p></p>
[QUOTE="77IM, post: 7348266, member: 12377"] OK, I made a bunch of subtle revisions based on [MENTION=20564]Blue[/MENTION]'s feedback and my own dissatisfaction with the class. First, I finally found a flavor angle that I like, although I'm not sure I've articulated it well in the class write-up. I took one of the headers, "Master Your Own Destiny," and interpreted it literally. Role-wise, if a paladin is a "holy warrior with divine power," then we mostly think of an anti-paladin as "unholy warrior with demonic power." But the adept is sort of an a-paladin: "atheist warrior with scientific power." (In 5e, magic is often treated like a science, especially the wizard's approach with textbooks and formulae. This explains why the adept is an Int-caster like the wizard, and not a Cha-caster like the sorcerer.) So unlike the paladin, who follows an external power (even if it's not a god, it's a cosmic force like Justice), or the ranger, who has all this stuff about nature and balance and harmony, the adept is internally driven and wants to impose their own will on the world around them. At a metafictional level, the adept is trying to break free of the longstanding D&D tradition that fighters and mages are somehow "opposites." Ability-wise, the adept now has several powers that seem to flout fate, although it is not the main focus of the class, mechanically. Notably, they get a level 1 "ribbon" that they are immune to having their actions predicted by divination magic. And at 11th level they get a powerful, but expensive, way to affect their own luck (Destiny Surge). I ditched Arcane Sense because it was boring and unnecessary. I've had trouble with making a good 11th level power for this class. Classes are supposed to get a damage boost at 11th. Fighter gets a third Extra Attack, paladin gets the ridiculous Improved Divine Smite, spellcasters get an additional cantrip damage die, etc. Originally I had the adept getting an extra use of Power Surge at 11th, but I think that's too powerful. So I replaced it with Destiny Surge, which is not strictly a damage boost, but effectively becomes a damage boost when combined with the class's other abilities. This also let me think up a much better and more interesting capstone. "Supernatural Prowess" was renamed to Power Surge because I like that name better and it is a clearer analog to the fighter's Action Surge. The two abilities usages increase at roughly the same rate, and are about as powerful (taking an extra action vs. just getting advantage on your one action). Finally, I moved some abilities around. Magic Resistance is pushed back to 15th, and at 10th is Concentration Focus which improves the spellcasting story a little bit. All subclasses had their powers shuffled around. The Spellblade loses Superior Spell Channelling and gets their awesome Duelist's Surge split into two abilities. The Vigilante's Skill Training is weakened and split in half also, and their Empowered Attack is a little weaker, too. The Warder's Spiritual Bond no longer works on unwilling subjects; their Prescience no longer boosts allies; and their Warding Aegis was moved to later (but made into an unlimited-use power). These changes let me clean up the layout somewhat, too, which I'm pretty happy about. [/QUOTE]
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