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Break my class? Or Critique it.
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<blockquote data-quote="Empirate" data-source="post: 5562368" data-attributes="member: 78958"><p>What strikes me most is the "limit" of investing much of your power in two items. Not that it isn't stylish, mind you. But it induces a dilemma in the DM: do I take your toys away, rendering you much weaker? Or do I leave them to you, thus rendering what is supposed to be a balancing factor a non-issue?</p><p></p><p>When you play a Fey Enchanter, you're basically saying to the DM "I'm OP and I know it, but there's an obvious in-game way of putting me down a notch. So obvious it just screams 'DM fiat'. Your choice." I'd rather you trust the DM with the out-of-game choice to allow or disallow your power.</p><p></p><p></p><p>Also, I don't really detect much of a (mechanical) theme here:</p><p>Reserve Feats: how do they reflect your "primal" nature? Furthermore, what use are they if you get a bajillion of them, on a spontaneous caster no less?</p><p></p><p><em>All </em>arcane spells, plus the Druid list - do you have any idea how many different spells that is? Bit too much, if you ask me, and really going nowhere as far as theme is concerned.</p><p></p><p>Did you know Light, Gust of Wind, <em>Faerie </em>(!) Fire, Call Lightning, Wind Wall, Hallow, Sunbeam/-burst, Whirlwind, Shout, Sending, Prismatic [whatever], and Bigby's [whatever] Hand are all Evocation spells? Not to speak of fear effects, which are usually Necromancy. Also, Wail of the friggin' <em>Banshee</em>. Quite a few of those <em>scream</em> "primal", fey, nature-bound etc. to me.</p><p></p><p>Up to three stats for casting seems a bit strange. Why do arcane spells require a high intelligence? Sorcerers and Bards seem to do quite well with limited Int.</p><p>I see you're trying to take a page from the Arcane Disciple book limiting Grimoire spells by ability score requirements, but this really only forces very high-level characters to buy ability-enhancing items for more than one stat.</p><p></p><p>Enchanted Skin is (besides being extremely powerful in its own right - might make a good capstone ability, actually, but there's still more powerful stuff to come, apparently) a double-edged sword. SR is never as good for PCs as it is for monsters, you want to be careful with that.</p><p></p><p>Enchanted Power: a<em><strong> +5 </strong></em>raise in save DC AND caster level for spending a wand charge?! Looks a little crazy, even if this weren't charges from an auto-recharging wand.</p><p></p><p>At one with Chaos: this reads outright ridiculous to me. Miracle is a good spell, but at this level, your party Cleric can normally cast it, making it a more-or-less everyday memorization. You're trying to mitigate the power of this un-fey-like ability by imposing massive drawbacks. These drawbacks, however, are so crippling, that this power will never be used, unless some way of mitigating the drawbacks can be found. So either this ability will be a non-issue (because it doesn't see use), or its restrictions will be a non-issue (being mitigated). This is what is called unbalanced - in both extremes.</p><p></p><p></p><p></p><p>Game balance:</p><p>Also, your chassis is very good, with its full spellcasting plus good skills and skillpoints. Adding powerful class features to a good chassis asks for either a weakened chassis or a toning down of said class features. If I were to redesign the class, the first thing I would do is cut the spellcasting to about two-thirds (losing a level of spellcasting at 1st, 4th, 7th, 10th, and 13th level).</p><p></p><p>Thus, you either gain massive versatility where spell choice is concerned (much like a Mystic Theurge), OR you gain 9th level spells (by taking less than 10 levels of Fey Enchanter). But not both.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5562368, member: 78958"] What strikes me most is the "limit" of investing much of your power in two items. Not that it isn't stylish, mind you. But it induces a dilemma in the DM: do I take your toys away, rendering you much weaker? Or do I leave them to you, thus rendering what is supposed to be a balancing factor a non-issue? When you play a Fey Enchanter, you're basically saying to the DM "I'm OP and I know it, but there's an obvious in-game way of putting me down a notch. So obvious it just screams 'DM fiat'. Your choice." I'd rather you trust the DM with the out-of-game choice to allow or disallow your power. Also, I don't really detect much of a (mechanical) theme here: Reserve Feats: how do they reflect your "primal" nature? Furthermore, what use are they if you get a bajillion of them, on a spontaneous caster no less? [I]All [/I]arcane spells, plus the Druid list - do you have any idea how many different spells that is? Bit too much, if you ask me, and really going nowhere as far as theme is concerned. Did you know Light, Gust of Wind, [I]Faerie [/I](!) Fire, Call Lightning, Wind Wall, Hallow, Sunbeam/-burst, Whirlwind, Shout, Sending, Prismatic [whatever], and Bigby's [whatever] Hand are all Evocation spells? Not to speak of fear effects, which are usually Necromancy. Also, Wail of the friggin' [I]Banshee[/I]. Quite a few of those [I]scream[/I] "primal", fey, nature-bound etc. to me. Up to three stats for casting seems a bit strange. Why do arcane spells require a high intelligence? Sorcerers and Bards seem to do quite well with limited Int. I see you're trying to take a page from the Arcane Disciple book limiting Grimoire spells by ability score requirements, but this really only forces very high-level characters to buy ability-enhancing items for more than one stat. Enchanted Skin is (besides being extremely powerful in its own right - might make a good capstone ability, actually, but there's still more powerful stuff to come, apparently) a double-edged sword. SR is never as good for PCs as it is for monsters, you want to be careful with that. Enchanted Power: a[I][B] +5 [/B][/I]raise in save DC AND caster level for spending a wand charge?! Looks a little crazy, even if this weren't charges from an auto-recharging wand. At one with Chaos: this reads outright ridiculous to me. Miracle is a good spell, but at this level, your party Cleric can normally cast it, making it a more-or-less everyday memorization. You're trying to mitigate the power of this un-fey-like ability by imposing massive drawbacks. These drawbacks, however, are so crippling, that this power will never be used, unless some way of mitigating the drawbacks can be found. So either this ability will be a non-issue (because it doesn't see use), or its restrictions will be a non-issue (being mitigated). This is what is called unbalanced - in both extremes. Game balance: Also, your chassis is very good, with its full spellcasting plus good skills and skillpoints. Adding powerful class features to a good chassis asks for either a weakened chassis or a toning down of said class features. If I were to redesign the class, the first thing I would do is cut the spellcasting to about two-thirds (losing a level of spellcasting at 1st, 4th, 7th, 10th, and 13th level). Thus, you either gain massive versatility where spell choice is concerned (much like a Mystic Theurge), OR you gain 9th level spells (by taking less than 10 levels of Fey Enchanter). But not both. [/QUOTE]
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