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Battle Domain, Shock Arcanist, Darkweaver & Mountaineer Archetypes feedback wanted
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<blockquote data-quote="RSIxidor" data-source="post: 7839173" data-attributes="member: 6695558"><p>I'm also a backer of the game and already looked at these once. I didn't manage to play much of the demo, sadly, but enjoyed what I had seen. Video games and TT are different experiences, though, so a few of my thoughts.</p><p></p><p><strong>Battle Domain</strong></p><p></p><p>Divine Fortitude being a CD-limited power and also limited to once-per-LR feels rough. Could maybe lower the number of temps gained in some way then allow it to just be CD. I don't think there's any official CDs that are limited like this. It's also kind of boring. Alternatively, make this ability something that is not CD but is limited to once-per-LR. I wouldn't deplete them on a SR, either (they automatically deplete on LR anyway). It's at least already a choice between a strong hit with a condition and THP, so you're not actually likely to use it every short rest.</p><p></p><p>I love Zealot of Battle. I wish WOTC had done this instead of what they currently have for melee clerics.</p><p></p><p><strong>Darkweaver</strong></p><p></p><p>Predator. I think it would be fine to let this work for any attacks, not just ranged. </p><p></p><p>I think the flavor of "you're basically a spider-person" doesn't come across in the lower level features. Maybe the climbing feature should just flat out give a climb speed equal to movement speed, or half. A higher level feature could then up that to full speed or spider-climb.</p><p></p><p>I'd also like more focus on the poison without having to make a choice. The text you have says they are about poison yet the only poison-based feature is limited to an exclusive option. One option is to make Predator poison damage.</p><p></p><p><strong>Mountaineer</strong></p><p></p><p>Traverse needs to be a good bit wordier in TT rules. I rather like the concept, though. Tunnel fighter likely needs to have more explanation to make only orthogonal walls work. Shield Charge feels like it should either be limited or a higher level. Tunnel Home feels like it should be quite a bit earlier, probably 7. </p><p></p><p><strong>Shock Arcanist</strong></p><p></p><p>Arcane Warfare is interesting. I'm not sure if this should work every time you cast the spells, or if there should be a limited times per day, maybe Int times a day. I'd also expand the spells that are in there, or have a clear statement about expanding them with your DM or some such.</p><p></p><p>Arcane Shock feels like a really strong cleric CD specifically for spellcasting. I don't know that it has to be once-per-LR. Maybe once-per-SR would be fine, maybe. </p><p></p><p>I don't like Magister's Wrath. I don't like it referring to other arcane spellcasters (I don't think this is defined anywhere in 5E). It relies on other arcane spellcasters being in the party, which is not uncommon but still.</p><p></p><p>Reading back through the thread, I also agree with the class getting Con save prof at some point. It fits well enough.</p></blockquote><p></p>
[QUOTE="RSIxidor, post: 7839173, member: 6695558"] I'm also a backer of the game and already looked at these once. I didn't manage to play much of the demo, sadly, but enjoyed what I had seen. Video games and TT are different experiences, though, so a few of my thoughts. [B]Battle Domain[/B] Divine Fortitude being a CD-limited power and also limited to once-per-LR feels rough. Could maybe lower the number of temps gained in some way then allow it to just be CD. I don't think there's any official CDs that are limited like this. It's also kind of boring. Alternatively, make this ability something that is not CD but is limited to once-per-LR. I wouldn't deplete them on a SR, either (they automatically deplete on LR anyway). It's at least already a choice between a strong hit with a condition and THP, so you're not actually likely to use it every short rest. I love Zealot of Battle. I wish WOTC had done this instead of what they currently have for melee clerics. [B]Darkweaver[/B] Predator. I think it would be fine to let this work for any attacks, not just ranged. I think the flavor of "you're basically a spider-person" doesn't come across in the lower level features. Maybe the climbing feature should just flat out give a climb speed equal to movement speed, or half. A higher level feature could then up that to full speed or spider-climb. I'd also like more focus on the poison without having to make a choice. The text you have says they are about poison yet the only poison-based feature is limited to an exclusive option. One option is to make Predator poison damage. [B]Mountaineer[/B] Traverse needs to be a good bit wordier in TT rules. I rather like the concept, though. Tunnel fighter likely needs to have more explanation to make only orthogonal walls work. Shield Charge feels like it should either be limited or a higher level. Tunnel Home feels like it should be quite a bit earlier, probably 7. [B]Shock Arcanist[/B] Arcane Warfare is interesting. I'm not sure if this should work every time you cast the spells, or if there should be a limited times per day, maybe Int times a day. I'd also expand the spells that are in there, or have a clear statement about expanding them with your DM or some such. Arcane Shock feels like a really strong cleric CD specifically for spellcasting. I don't know that it has to be once-per-LR. Maybe once-per-SR would be fine, maybe. I don't like Magister's Wrath. I don't like it referring to other arcane spellcasters (I don't think this is defined anywhere in 5E). It relies on other arcane spellcasters being in the party, which is not uncommon but still. Reading back through the thread, I also agree with the class getting Con save prof at some point. It fits well enough. [/QUOTE]
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