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<blockquote data-quote="Sacrosanct" data-source="post: 8772031" data-attributes="member: 15700"><p>So after the feedback and adjustments, looking at capstone capability (level 10), boy, these sure seem like pretty powerful characters lol</p><p></p><p>Fighter: 3 attacks per round using higher damage dice, with the ability to take out 3 (6 with action surge) CR 1 creatures <em>a round </em>all by themselves (or up to six CR 2 creatures if they are crits)*. Three (four if human) abilities they are proficient in, and considering there aren't individual skills but everything is ability based, that's a lot of things a fighter can do where they add their prof bonus to. Imagine a 5e PC being skilled in <em>all </em>STR, DEX, CON, and WIS based skills? And at least one CR 2 sidekick follower.</p><p></p><p>Rogue: At first glance doesn't seem as powerful in combat like the fighter, and doesn't have the reality-bending magic of the wizard, but there's something there that's pretty big. A rogue is not going to take damage often. Four times per long rest they can nullify an attack, most DEX based saves are going to be nullified as well, and IMO the biggest thing is that can attack <em>and then </em>hide, even if they aren't obscured. I think that's going to be really a big deal in actual play.</p><p></p><p>Wizard: Wizards might not stand out because they've always been really powerful at higher level simply due to the spells. And that's true here as well. The Overcharge adds a lot of umph for forcing saves and extending spell durations. Some of the magical bonds add quite a bit. A scholar will be adding spell slots with every successful spell save. The sorcerer can cast a level 2 spell up to four times per long rest for free. Nature can change into an owlbear. Necromancer can have up to 10 zombies at any given time. I also changed the breath weapon for draconic bond to once per short rest, not long rest. 4d6 once per long rest seemed too weak.</p><p></p><p>* the idea that a fighter could take out up to 6 ghouls in a round (or 6 ogres!) sounds crazy to me, but then again, at level 10, that's what heroism is, right? Also, it would normally be 3, not six.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 8772031, member: 15700"] So after the feedback and adjustments, looking at capstone capability (level 10), boy, these sure seem like pretty powerful characters lol Fighter: 3 attacks per round using higher damage dice, with the ability to take out 3 (6 with action surge) CR 1 creatures [I]a round [/I]all by themselves (or up to six CR 2 creatures if they are crits)*. Three (four if human) abilities they are proficient in, and considering there aren't individual skills but everything is ability based, that's a lot of things a fighter can do where they add their prof bonus to. Imagine a 5e PC being skilled in [I]all [/I]STR, DEX, CON, and WIS based skills? And at least one CR 2 sidekick follower. Rogue: At first glance doesn't seem as powerful in combat like the fighter, and doesn't have the reality-bending magic of the wizard, but there's something there that's pretty big. A rogue is not going to take damage often. Four times per long rest they can nullify an attack, most DEX based saves are going to be nullified as well, and IMO the biggest thing is that can attack [I]and then [/I]hide, even if they aren't obscured. I think that's going to be really a big deal in actual play. Wizard: Wizards might not stand out because they've always been really powerful at higher level simply due to the spells. And that's true here as well. The Overcharge adds a lot of umph for forcing saves and extending spell durations. Some of the magical bonds add quite a bit. A scholar will be adding spell slots with every successful spell save. The sorcerer can cast a level 2 spell up to four times per long rest for free. Nature can change into an owlbear. Necromancer can have up to 10 zombies at any given time. I also changed the breath weapon for draconic bond to once per short rest, not long rest. 4d6 once per long rest seemed too weak. * the idea that a fighter could take out up to 6 ghouls in a round (or 6 ogres!) sounds crazy to me, but then again, at level 10, that's what heroism is, right? Also, it would normally be 3, not six. [/QUOTE]
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