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General Tabletop Discussion
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Dragon Compendium classes - Which would you allow?
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<blockquote data-quote="pawsplay" data-source="post: 3069007" data-attributes="member: 15538"><p>It's been a while, but I'll try.</p><p></p><p>I remember the Battle Dancer being a mechanical mess, with one of the ugliest advancement charts I've seen, and I was concerned they might be overpowered.</p><p></p><p>The genie guys are kind of interesting, but I thought the summoning mechanics might lead themselves to abuse, D&D versions of genies are not that great as a source of magical power in terms of flavor or abilities, and the class as a whole seemed to lack oomph.</p><p></p><p>The Jester had too many abilities related to defanging the bad guys. At the low levels, possibly overpowered. But conversely, I had the concern that at high levels, they might hit that brick wall where it's very hard to find opponents who reliably fail saves. I might be too harsh on the jester... if I were going to allow a class, the jester might be it. </p><p></p><p>The mountebank had a weird name for their abilities, and seemed to differ substantially from the kinds of class abilities other classes have. Innovation can be good, but it just wasn't working for me. If I'm thinking of the right class.</p><p></p><p>Some of the others just had weird flavor text going for them. </p><p></p><p>Force Missile Mage is a name that makes my eye twitch.</p><p></p><p>If anyone on this board is the author of some of those classes... please don't take it personally. They were just all misses for me.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3069007, member: 15538"] It's been a while, but I'll try. I remember the Battle Dancer being a mechanical mess, with one of the ugliest advancement charts I've seen, and I was concerned they might be overpowered. The genie guys are kind of interesting, but I thought the summoning mechanics might lead themselves to abuse, D&D versions of genies are not that great as a source of magical power in terms of flavor or abilities, and the class as a whole seemed to lack oomph. The Jester had too many abilities related to defanging the bad guys. At the low levels, possibly overpowered. But conversely, I had the concern that at high levels, they might hit that brick wall where it's very hard to find opponents who reliably fail saves. I might be too harsh on the jester... if I were going to allow a class, the jester might be it. The mountebank had a weird name for their abilities, and seemed to differ substantially from the kinds of class abilities other classes have. Innovation can be good, but it just wasn't working for me. If I'm thinking of the right class. Some of the others just had weird flavor text going for them. Force Missile Mage is a name that makes my eye twitch. If anyone on this board is the author of some of those classes... please don't take it personally. They were just all misses for me. [/QUOTE]
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