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Assaying rules for 5E E6 (Revised)
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<blockquote data-quote="clearstream" data-source="post: 8456992" data-attributes="member: 71699"><p>I guess the question is how to efficiently communicate the core idea that scaling is going to be markedly less from 6th level?</p><p></p><p></p><p>I'm fond of that notation, too. It's probably fine to just call them levels - level 6+1 etc.</p><p></p><p></p><p>There's probably some justice to that. As I have worked on this I have become more aware of the (mild) scaling built into in-between levels (i.e. levels that are not 5th or 11th, which are typically a marked step up in power for characters). Possibly some kind of reduced scaling on those features.</p><p></p><p>Worth noting that this pass needed to be good enough to start using in my campaign. I expect in six months or so I will have enough information from play to say what is really required.</p><p></p><p></p><p>Very true. As I have it today, monks and rangers keep their features, but paladins lose their improved smite. That is because most of the analysis on these classes suggests that monks are very likely to be fine <em>with</em> their 11th subclass feature, rangers <em>might </em>be, and paladins are strong enough without.</p><p></p><p></p><p>I only recently figured out the role that relentless rage had for barbarians. I will be changing it. Any thoughts on what to swap in for it? I was thinking perhaps persistent rage?</p><p></p><p></p><p>Some features have built in scaling. My current thinking is that they shouldn't get that scaling. I might be wrong on that. For example, battle master superiority dice scale. Should they get that scaling?</p><p></p><p></p><p>That's right, after 1st level, hit points are rolled.</p><p></p><p></p><p>Well, from modelling, hit points don't increase too much on average. If a character gets lucky, they will still be kept somewhat near less lucky characters by their equal short rest recovery. A feature, rather than a bug, is what I am saying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>It is lumpy, for sure. As these levels come more into play the correct design should become clearer. The first cleric enhancement slot was a typo! It should be 4th.</p><p></p><p></p><p>You may be right. I find casters strong at out table - at a certain point they're more limited by opportunities to cast, than spell slots - so for now my thought is to see how they go with heavily curtailed slots. I don't want to see them constantly call for rests, but I would like to see them needing to make choices.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8456992, member: 71699"] I guess the question is how to efficiently communicate the core idea that scaling is going to be markedly less from 6th level? I'm fond of that notation, too. It's probably fine to just call them levels - level 6+1 etc. There's probably some justice to that. As I have worked on this I have become more aware of the (mild) scaling built into in-between levels (i.e. levels that are not 5th or 11th, which are typically a marked step up in power for characters). Possibly some kind of reduced scaling on those features. Worth noting that this pass needed to be good enough to start using in my campaign. I expect in six months or so I will have enough information from play to say what is really required. Very true. As I have it today, monks and rangers keep their features, but paladins lose their improved smite. That is because most of the analysis on these classes suggests that monks are very likely to be fine [I]with[/I] their 11th subclass feature, rangers [I]might [/I]be, and paladins are strong enough without. I only recently figured out the role that relentless rage had for barbarians. I will be changing it. Any thoughts on what to swap in for it? I was thinking perhaps persistent rage? Some features have built in scaling. My current thinking is that they shouldn't get that scaling. I might be wrong on that. For example, battle master superiority dice scale. Should they get that scaling? That's right, after 1st level, hit points are rolled. Well, from modelling, hit points don't increase too much on average. If a character gets lucky, they will still be kept somewhat near less lucky characters by their equal short rest recovery. A feature, rather than a bug, is what I am saying :) It is lumpy, for sure. As these levels come more into play the correct design should become clearer. The first cleric enhancement slot was a typo! It should be 4th. You may be right. I find casters strong at out table - at a certain point they're more limited by opportunities to cast, than spell slots - so for now my thought is to see how they go with heavily curtailed slots. I don't want to see them constantly call for rests, but I would like to see them needing to make choices. [/QUOTE]
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