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*Dungeons & Dragons
Fixing the: Banneret
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<blockquote data-quote="brehobit" data-source="post: 8733412" data-attributes="member: 12032"><p>I've not been around here a lot lately, but I've been playing a lot of 5e (and P2e). I've been thinking about a number of archetypes that are either too powerful or too weak and how to fix them. I'm going to start with the Banneret/Purple Dragon Knight.</p><p>-----</p><p><strong>Consensus of an issue</strong></p><ul> <li data-xf-list-type="ul">RPGbot ranks it as one of the 3 weakest fighter archetypes</li> <li data-xf-list-type="ul">Every site I can find puts it in the bottom 2 or 3 of the fighter archetypes, most seem to put it at <em>the</em> weakest.</li> </ul><p>Also, I rather like both the mechanics (give others a bonus when you use a fighter power) and the niche it fills (Leader). So it's worth trying to fix.</p><p></p><p><strong>Summary of the issue</strong></p><p>The 3rd-level power, while fairly useful, is weak when compared to other 3rd-level fighter archetype powers. The 7th-level power has no combat impact and the 10th level power, while quite handy, comes too late. The 15th level power has a lot of potential, <em>especially </em>at higher levels, but still is fairly limited by circumstance (it's not uncommon to need to reroll a save when you are the only one targeted or when everyone else made that save)</p><p></p><p><strong>Proposed revised class.</strong></p><p>3rd level</p><ul> <li data-xf-list-type="ul">Rallying Cry-- As written</li> <li data-xf-list-type="ul">Inspiring Surge--As written for 10th level but 2 people at level 7 rather than 18.</li> </ul><p>7th level</p><ul> <li data-xf-list-type="ul">Royal Envoy-- As written</li> </ul><p>10th level</p><ul> <li data-xf-list-type="ul">Greater Rally--Targets of your Rallying Cry, including yourself, also gain temporary hit points equal to your Persuasion (Charisma) modifier.</li> </ul><p>15th level</p><ul> <li data-xf-list-type="ul">Strength of Personality--Gain proficiency in Charisma saving throws. If you already are proficient in those, gain proficiency in Intelligence saving throws.</li> <li data-xf-list-type="ul">Bulwark--As written</li> </ul><p>18th level</p><ul> <li data-xf-list-type="ul">Rally the Host--Rallying Cry can now affect 4+your Charisma modifier (minimum 0) others rather than 3. Bulwark can affect 2 others.</li> </ul><p><strong>Comments</strong></p><p>Giving Inspiring Surge at 3rd level is fairly huge. I was going to put Inspiring Surge at level 7 but a fighter archetype with no offensive bonuses until level 7 seems weak for far too long of a typical game. The upgrade at level 7 may be too much. I would note that the "gives others a bonus when I do a thing" model makes things more limited than first appears. When it's optimal for <em>you </em>to use a power may not be a point when others can best use it (Rallying Cry, Inspiring Surge, Bulwark). This in many ways makes this weaker than if the powers were independent.</p><p></p><p>The biggest problem I see may be at 18th level. I mean all of your things hit multiple people and you have a fair number of uses of two of them. It could get to be too much. But Wizards can do crazy things at that level... (I've played a fair bit of very high-level and I do suspect 18th level may be a real problem, but I'd have to play test that one).</p><p></p><p></p><p><u>I'd appreciate any feedback. </u> Too powerful? Still too weak? Too much of a change?</p></blockquote><p></p>
[QUOTE="brehobit, post: 8733412, member: 12032"] I've not been around here a lot lately, but I've been playing a lot of 5e (and P2e). I've been thinking about a number of archetypes that are either too powerful or too weak and how to fix them. I'm going to start with the Banneret/Purple Dragon Knight. ----- [B]Consensus of an issue[/B] [LIST] [*]RPGbot ranks it as one of the 3 weakest fighter archetypes [*]Every site I can find puts it in the bottom 2 or 3 of the fighter archetypes, most seem to put it at [I]the[/I] weakest. [/LIST] Also, I rather like both the mechanics (give others a bonus when you use a fighter power) and the niche it fills (Leader). So it's worth trying to fix. [B]Summary of the issue[/B] The 3rd-level power, while fairly useful, is weak when compared to other 3rd-level fighter archetype powers. The 7th-level power has no combat impact and the 10th level power, while quite handy, comes too late. The 15th level power has a lot of potential, [I]especially [/I]at higher levels, but still is fairly limited by circumstance (it's not uncommon to need to reroll a save when you are the only one targeted or when everyone else made that save) [B]Proposed revised class.[/B] 3rd level [LIST] [*]Rallying Cry-- As written [*]Inspiring Surge--As written for 10th level but 2 people at level 7 rather than 18. [/LIST] 7th level [LIST] [*]Royal Envoy-- As written [/LIST] 10th level [LIST] [*]Greater Rally--Targets of your Rallying Cry, including yourself, also gain temporary hit points equal to your Persuasion (Charisma) modifier. [/LIST] 15th level [LIST] [*]Strength of Personality--Gain proficiency in Charisma saving throws. If you already are proficient in those, gain proficiency in Intelligence saving throws. [*]Bulwark--As written [/LIST] 18th level [LIST] [*]Rally the Host--Rallying Cry can now affect 4+your Charisma modifier (minimum 0) others rather than 3. Bulwark can affect 2 others. [/LIST] [B]Comments[/B] Giving Inspiring Surge at 3rd level is fairly huge. I was going to put Inspiring Surge at level 7 but a fighter archetype with no offensive bonuses until level 7 seems weak for far too long of a typical game. The upgrade at level 7 may be too much. I would note that the "gives others a bonus when I do a thing" model makes things more limited than first appears. When it's optimal for [I]you [/I]to use a power may not be a point when others can best use it (Rallying Cry, Inspiring Surge, Bulwark). This in many ways makes this weaker than if the powers were independent. The biggest problem I see may be at 18th level. I mean all of your things hit multiple people and you have a fair number of uses of two of them. It could get to be too much. But Wizards can do crazy things at that level... (I've played a fair bit of very high-level and I do suspect 18th level may be a real problem, but I'd have to play test that one). [U]I'd appreciate any feedback. [/U] Too powerful? Still too weak? Too much of a change? [/QUOTE]
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