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Help me with Homebrew Classes - Meta Thread
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<blockquote data-quote="Celebrim" data-source="post: 5436975" data-attributes="member: 4937"><p>That's precisely what I want to hear. The end goal would be to get everyone into tier 2 or 3. I'm just not sure I can get there.</p><p></p><p>I'm not to worried about Favored Souls or the like. I don't play with them.</p><p></p><p></p><p></p><p>This is exactly the idea. This is what I remember from 1e.</p><p></p><p></p><p></p><p></p><p></p><p>Once you reach high level play, if the target can't fly or deal with flying, it probably isn't worth it's CR. </p><p></p><p></p><p></p><p>I'm not at all worried about the balance of the game before level 9. In fact, I can state confidently that from level 1 to 8, every class is tier 3. It's almost impossible however to stay true to D&D and not eventually get some gap in versitility between the spellcasters and noncasters.</p><p></p><p></p><p></p><p>This is true enough. Let's assume for the moment that I've done so. I was mostly speaking about cases like 'Alter Self' or 'Ray of Enfeeblement' were the 3.0 spell was still fairly useful ('Alter Self' was for example the first access to flight), but which became breakable in 3.5. </p><p></p><p></p><p></p><p>It could be. But I don't like instant death no succor except a cleric with raise dead for other reasons than balance.</p><p> </p><p></p><p></p><p>Especially at high level play, in 3.5 save DC's outstrip most save bonuses (for bad saves at least), making it difficult or impossible to make saves. It is therefore essential to be walking around at all times with Death Ward, Mind Blank, and Freedom of Action. Reduced save DC's greatly reduce the need for absolute immunities, but not necessarily the utility of getting out of predictable jams.</p><p></p><p></p><p></p><p>Divination spells (some core, some homebrew) tend to perform this function, but you seem to get the idea.</p><p></p><p></p><p></p><p>Enough that they would be vertibly unbreakable, but not absolutely immune. The general rule is, "The demigod of X shouldn't need a special entry explaining how he can overcome certain absolute immunities." I'd be looking at something like DR 2*caster level/- and hit points 10*caster level. Even breakable, a wall of force can do things that other walls can't - stop Xorn, ghosts, etc. I'm willing to play with the spell, the main thing is that it shouldn't completely shut down all builds of fighter.</p><p></p><p></p><p></p><p>Gate is what I'm thinking of here. The Planar Binding spells are fine as written and aren't in fact nerfed in my rules in anyway other than rule #1.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5436975, member: 4937"] That's precisely what I want to hear. The end goal would be to get everyone into tier 2 or 3. I'm just not sure I can get there. I'm not to worried about Favored Souls or the like. I don't play with them. This is exactly the idea. This is what I remember from 1e. Once you reach high level play, if the target can't fly or deal with flying, it probably isn't worth it's CR. I'm not at all worried about the balance of the game before level 9. In fact, I can state confidently that from level 1 to 8, every class is tier 3. It's almost impossible however to stay true to D&D and not eventually get some gap in versitility between the spellcasters and noncasters. This is true enough. Let's assume for the moment that I've done so. I was mostly speaking about cases like 'Alter Self' or 'Ray of Enfeeblement' were the 3.0 spell was still fairly useful ('Alter Self' was for example the first access to flight), but which became breakable in 3.5. It could be. But I don't like instant death no succor except a cleric with raise dead for other reasons than balance. Especially at high level play, in 3.5 save DC's outstrip most save bonuses (for bad saves at least), making it difficult or impossible to make saves. It is therefore essential to be walking around at all times with Death Ward, Mind Blank, and Freedom of Action. Reduced save DC's greatly reduce the need for absolute immunities, but not necessarily the utility of getting out of predictable jams. Divination spells (some core, some homebrew) tend to perform this function, but you seem to get the idea. Enough that they would be vertibly unbreakable, but not absolutely immune. The general rule is, "The demigod of X shouldn't need a special entry explaining how he can overcome certain absolute immunities." I'd be looking at something like DR 2*caster level/- and hit points 10*caster level. Even breakable, a wall of force can do things that other walls can't - stop Xorn, ghosts, etc. I'm willing to play with the spell, the main thing is that it shouldn't completely shut down all builds of fighter. Gate is what I'm thinking of here. The Planar Binding spells are fine as written and aren't in fact nerfed in my rules in anyway other than rule #1. [/QUOTE]
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