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<blockquote data-quote="Blue" data-source="post: 7453280" data-attributes="member: 20564"><p>Thanks for starting with your goals - that really gives a clear understanding of what you are trying to achieve and we can evaluate them in that light.</p><p></p><p>These are fairly big changes, I suggest you leave yourself open to changing them once you have more experience with how they affect your table, and let your players know you are open to concerns.</p><p></p><p><u>General Comments</u></p><p></p><p>It looks like you're doing a gestalt. I like keeping the spell advancement separate, that's been a downfall of some of the other attempts. With the additional power you have, more pwoerful/numerous foes will be required to challenge the party. This grants more XP and will increase the rate of advancement (unless you require assigning XP to specific paths). I recommend you halve XP granted for encounters.</p><p></p><p>I had a big bit about not liking exhaustion on reaching zero, but then later I see you changed exhaustion. May want to put a comment (but see below) when you first mention it.</p><p></p><p><u>Balance</u></p><p></p><p>For healing I had looked at a similar rule, but things like Mass XX allowed too much of a boost when going by spell level. I found capping it to the number of dice of healing was more useful.</p><p></p><p>I know you mentioned all of your players have solid system mastery, but some synergies work better and I find spreading spotlight is most even when all of the characters are in the same neighborhood of power, be it high or low.</p><p></p><p>While 5e is better than some other editions about cherry picking, there are still some places and you may want to watch out. In addition, some classes work just fine with short rests and no long rests. </p><p></p><p>Let me try to combine those to give an example: A primary paladin, secondary warlock hexblade/pact of the blade (for CHR using any weapon, short rest spell slots for spells or smiting, EB for ranged, etc.) who then maybe takes some fighter (action surge and second wind recharging on short rest, another fighting style).</p><p></p><p><u>Clarifications</u></p><p></p><p>If your secondary path multiclasses so that you are gaining ASI not the same levels as your primary path, how does that work out? I assume it's just whatever you took last time you had an ASI.</p><p></p><p>If a character fails a death save and their CON modifier drops, does that count as a new hit because your HPs just dipped again? (Suggestion - it shouldn't because you get into a death spiral.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7453280, member: 20564"] Thanks for starting with your goals - that really gives a clear understanding of what you are trying to achieve and we can evaluate them in that light. These are fairly big changes, I suggest you leave yourself open to changing them once you have more experience with how they affect your table, and let your players know you are open to concerns. [U]General Comments[/U] It looks like you're doing a gestalt. I like keeping the spell advancement separate, that's been a downfall of some of the other attempts. With the additional power you have, more pwoerful/numerous foes will be required to challenge the party. This grants more XP and will increase the rate of advancement (unless you require assigning XP to specific paths). I recommend you halve XP granted for encounters. I had a big bit about not liking exhaustion on reaching zero, but then later I see you changed exhaustion. May want to put a comment (but see below) when you first mention it. [U]Balance[/U] For healing I had looked at a similar rule, but things like Mass XX allowed too much of a boost when going by spell level. I found capping it to the number of dice of healing was more useful. I know you mentioned all of your players have solid system mastery, but some synergies work better and I find spreading spotlight is most even when all of the characters are in the same neighborhood of power, be it high or low. While 5e is better than some other editions about cherry picking, there are still some places and you may want to watch out. In addition, some classes work just fine with short rests and no long rests. Let me try to combine those to give an example: A primary paladin, secondary warlock hexblade/pact of the blade (for CHR using any weapon, short rest spell slots for spells or smiting, EB for ranged, etc.) who then maybe takes some fighter (action surge and second wind recharging on short rest, another fighting style). [U]Clarifications[/U] If your secondary path multiclasses so that you are gaining ASI not the same levels as your primary path, how does that work out? I assume it's just whatever you took last time you had an ASI. If a character fails a death save and their CON modifier drops, does that count as a new hit because your HPs just dipped again? (Suggestion - it shouldn't because you get into a death spiral.) [/QUOTE]
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