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Grim Hollow Player's Guide - 3rd Party Review
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<blockquote data-quote="Sparky McDibben" data-source="post: 9181760" data-attributes="member: 7041430"><p>Yay! Now we get to...</p><p></p><p><strong>Rogue:</strong></p><p><em>Highwayman Rider:</em> This confused little chestnut is half-gunslinger, half-horseman and all sorts of weird. At 3rd level, you get proficiency with blackpowder weapons (detailed in a later chapter), and you can use your reaction on your turn to make an attack with advantage, or move your speed without opportunity attacks, or take the Dodge action, or interact with an object. That's roughly balanced, since you're giving up like half your damage potential (e.g., an off-turn Sneak Attack). You also get <em>find steed</em>, and you can Sneak Attack without advantage if you've moved 20' feet (technically, if you or your mount has moved 20 feet) this turn. Except, I can burn my reaction for free advantage, so what exactly is this doing for me? You can also give your horse temp hp and Cunning Action, and at 13th level, you basically get Evasion for Con saves. My problem here is that I'm not sure what this subclass is trying to be. Is it trying to be a desperado? Then make me really good with guns. Is it trying to be a horseman? Then make me really good with horses. Enough of this wishy-washy crap.</p><p></p><p><em>Misfortune Bringer:</em> This is a great idea - it's a rogue that thrives on bringing bad luck to their enemies. You can curse an enemy (they get a Cha save) to be able to Sneak Attack that target as long as you don't have disadvantage. Then you get...sigh...Jinx Points. Oh great. Metacurrency. Someone thought the rogue "wasn't complicated enough." So basically you get between 4 - 6 Jinx points per short rest, and you can use these points to apply curses to targets. The curses themselves invoke combat-relevant effects, like extra damage, disadvantage, etc. That's OK, but the problem I have is that quite a few of them rely on reactions. This stuff tends to slow down play because they'll include language like "after the roll but before the result is declared." The entire rest of the subclass is focused on Jinx points. It's probably good for some tables, and with an on-the-ball player, I can see it working. But for players who don't pay attention? OOF.</p><p></p><p><strong>Sorcerer:</strong></p><p><em>Haunted Lineage:</em> You've got ghosts, son! Basically, this character draws their power from a haunting by a loved one, and that lets them do magic. You get six additional spells, including find familiar (which can only be a spectre, but gets upgraded as we go). At 6th level, you get +CHA mod to Initiative, which doesn't seem ghostly to me, but OK. You also get resistance to necrotic damage, and the ability to change any damaging spell you cast to deal necrotic damage. That's actually pretty good - necrotic isn't resisted that often. At 14th level, you get the ability for your spectre to possess people and puppet them about. This is good, but each time the possessee takes damage, they have a new saving throw to chuck out the spectre. So this possession is going to last for maybe a round if the enemies figure that out. The capstone for this is pretty outstanding - at 18th level, when you are dropped to 0 hp, you instead drop to 1 hp, and gain temp hp equal to half your max. You have resistance to all damage, and you can fly. Each round, you lose 5 temp hp, and every creature of your choice within 30 feet takes 5 necrotic damage. That adds up quick. All in all, a decent subclass.</p><p></p><p><em>Wretched:</em> Your ancestor broke an oath to an immortal being, and your entire bloodline got cursed as a result. Tough break! You gain a curse, and the ability to manipulate bad luck. The curse is not optional, nor is it small. You can be basically a leper, which means you have disadvantage on Persuasion checks but you are immune to disease and resistant to necrotic damage, for example. All three curses have this kind of trade-off aspect. This levels up with you, and you get some neat abilities from it. It's thematic, and fits the world. I like it!</p><p></p><p>Alright, y'all, we're almost through these gosh-darn subclasses! Next time we're going over warlocks and wizards!!!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9181760, member: 7041430"] Yay! Now we get to... [B]Rogue:[/B] [I]Highwayman Rider:[/I] This confused little chestnut is half-gunslinger, half-horseman and all sorts of weird. At 3rd level, you get proficiency with blackpowder weapons (detailed in a later chapter), and you can use your reaction on your turn to make an attack with advantage, or move your speed without opportunity attacks, or take the Dodge action, or interact with an object. That's roughly balanced, since you're giving up like half your damage potential (e.g., an off-turn Sneak Attack). You also get [I]find steed[/I], and you can Sneak Attack without advantage if you've moved 20' feet (technically, if you or your mount has moved 20 feet) this turn. Except, I can burn my reaction for free advantage, so what exactly is this doing for me? You can also give your horse temp hp and Cunning Action, and at 13th level, you basically get Evasion for Con saves. My problem here is that I'm not sure what this subclass is trying to be. Is it trying to be a desperado? Then make me really good with guns. Is it trying to be a horseman? Then make me really good with horses. Enough of this wishy-washy crap. [I]Misfortune Bringer:[/I] This is a great idea - it's a rogue that thrives on bringing bad luck to their enemies. You can curse an enemy (they get a Cha save) to be able to Sneak Attack that target as long as you don't have disadvantage. Then you get...sigh...Jinx Points. Oh great. Metacurrency. Someone thought the rogue "wasn't complicated enough." So basically you get between 4 - 6 Jinx points per short rest, and you can use these points to apply curses to targets. The curses themselves invoke combat-relevant effects, like extra damage, disadvantage, etc. That's OK, but the problem I have is that quite a few of them rely on reactions. This stuff tends to slow down play because they'll include language like "after the roll but before the result is declared." The entire rest of the subclass is focused on Jinx points. It's probably good for some tables, and with an on-the-ball player, I can see it working. But for players who don't pay attention? OOF. [B]Sorcerer:[/B] [I]Haunted Lineage:[/I] You've got ghosts, son! Basically, this character draws their power from a haunting by a loved one, and that lets them do magic. You get six additional spells, including find familiar (which can only be a spectre, but gets upgraded as we go). At 6th level, you get +CHA mod to Initiative, which doesn't seem ghostly to me, but OK. You also get resistance to necrotic damage, and the ability to change any damaging spell you cast to deal necrotic damage. That's actually pretty good - necrotic isn't resisted that often. At 14th level, you get the ability for your spectre to possess people and puppet them about. This is good, but each time the possessee takes damage, they have a new saving throw to chuck out the spectre. So this possession is going to last for maybe a round if the enemies figure that out. The capstone for this is pretty outstanding - at 18th level, when you are dropped to 0 hp, you instead drop to 1 hp, and gain temp hp equal to half your max. You have resistance to all damage, and you can fly. Each round, you lose 5 temp hp, and every creature of your choice within 30 feet takes 5 necrotic damage. That adds up quick. All in all, a decent subclass. [I]Wretched:[/I] Your ancestor broke an oath to an immortal being, and your entire bloodline got cursed as a result. Tough break! You gain a curse, and the ability to manipulate bad luck. The curse is not optional, nor is it small. You can be basically a leper, which means you have disadvantage on Persuasion checks but you are immune to disease and resistant to necrotic damage, for example. All three curses have this kind of trade-off aspect. This levels up with you, and you get some neat abilities from it. It's thematic, and fits the world. I like it! Alright, y'all, we're almost through these gosh-darn subclasses! Next time we're going over warlocks and wizards!!! [/QUOTE]
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