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General Tabletop Discussion
*Dungeons & Dragons
Alchemist artificer house rule - impressions of balance
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<blockquote data-quote="DEFCON 1" data-source="post: 9481495" data-attributes="member: 7006"><p>I think the easiest way to keep things clean and "balanced" is just make sure the things he wants to accomplish (mechanically-- not worrying about the narrative flavor overlay) is at a power level equal to what a character could do with a matching game mechanic. In other words... find the character level another PC could do a similar thing and make those numbers align.</p><p></p><p>They want to turn into a wolf? Okay... just follow the mechanics of what a Druid PC can do with wildshape. When can they do it? What statblock do they use? What are the barriers for when and how quickly they turn and turn back? How does the wolf's power increase over further levels of the game? Basically... think about it as if you were to pluck the wildshape mechanic out of the Druid and plop it into the Artificer... what concessions would need to be made to not have this power overshadow the Druid while at the same time have enough mechanic heft to not just be like wearing a "wolf pelt" in human form? Keep the numbers on par and you probably are in good shape.</p><p></p><p>Likewise... wanting to turn all of the party into bats to let them fly? Well, at 5th level the Wizard class gets the <em>Fly</em> spell as a 3rd level slot and at higher levels / higher slots the Wizard can let more people <em>Fly</em> with that single casting (so two PCs with a 7th level caster / 4th level slot... three PCs with a 9th level caster / 5th level slot etc.). So if you give the Artificer a refluffed "<em>Fly</em>"-like ability in their spell list or as a class feature as part of the "vampirism"... you can follow those numbers to get an idea of what a typical party COULD be doing with group flying at specific levels assuming a normal case scenario of a Wizard PC in the party. Again... keep things aligned to what another party could do with a different class doing a similar thing and you'll have a better idea of just how "balanced" it would be.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9481495, member: 7006"] I think the easiest way to keep things clean and "balanced" is just make sure the things he wants to accomplish (mechanically-- not worrying about the narrative flavor overlay) is at a power level equal to what a character could do with a matching game mechanic. In other words... find the character level another PC could do a similar thing and make those numbers align. They want to turn into a wolf? Okay... just follow the mechanics of what a Druid PC can do with wildshape. When can they do it? What statblock do they use? What are the barriers for when and how quickly they turn and turn back? How does the wolf's power increase over further levels of the game? Basically... think about it as if you were to pluck the wildshape mechanic out of the Druid and plop it into the Artificer... what concessions would need to be made to not have this power overshadow the Druid while at the same time have enough mechanic heft to not just be like wearing a "wolf pelt" in human form? Keep the numbers on par and you probably are in good shape. Likewise... wanting to turn all of the party into bats to let them fly? Well, at 5th level the Wizard class gets the [I]Fly[/I] spell as a 3rd level slot and at higher levels / higher slots the Wizard can let more people [I]Fly[/I] with that single casting (so two PCs with a 7th level caster / 4th level slot... three PCs with a 9th level caster / 5th level slot etc.). So if you give the Artificer a refluffed "[I]Fly[/I]"-like ability in their spell list or as a class feature as part of the "vampirism"... you can follow those numbers to get an idea of what a typical party COULD be doing with group flying at specific levels assuming a normal case scenario of a Wizard PC in the party. Again... keep things aligned to what another party could do with a different class doing a similar thing and you'll have a better idea of just how "balanced" it would be. [/QUOTE]
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Alchemist artificer house rule - impressions of balance
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