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Helping a player with a time manipulation class
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<blockquote data-quote="steeldragons" data-source="post: 7255294" data-attributes="member: 92511"><p>My guess here is that they are going for something akin to making a Dr. Who type character? Time manipulation that is somehow based-connected with some special devise they must have (almost sounds Artificer-y). </p><p></p><p>While I, personally, think that messing with "time" in a D&D game is a big headache and attempting such a character would just be a no-no in a typical D&D game, that is not what you're looking for help with, here. </p><p></p><p>So, my immediate question is, why -if you're looking for something being based in/off of points, "like ki points"- how did a Sorcery subclass and using Sorcery Points escape the development process?</p><p></p><p>I agree with everyone saying basing the class off of "HP %" seems ill-advised. First of all calculating "3% for this, 1% for that, 5% for this" of anything for anything in any concept ever needs to be annihilated. That's just a poor design idea/decision. Second of all, there are already 2 (? shrug. yeah, sure, 2) classes -Monk and Sorcerer- using a point-based resource mechanic. There are another 2 classes -Bard and the Battlemaster Fighter- that use a "gain/accumulate & spend as desired" dice-based mechanic, with other examples of variations (Portent for the Diviner Wizard) strewn throughout the classes.</p><p></p><p>I'm really unsure where this concept of basing class features off of spending HP came from. Scrap it. Your concept can still be dependent on Intelligence or Constitution or whatever. The class fluff doesn't really need changing (insofar as we understand what it's suppsoed to be or have any beyond guessing at Dr. Who). </p><p></p><p>Also, of course, pretty near every damned class in 5e uses spells...whether known or prepared, found & studied or prescribed/automatically accessed, full-/half-/or one third- caster progression. Every class except Fighter, Rogue, and Barbarian...and they have magic-using subclasses. So, how did a spell casting mechanic and progression not come into play here? </p><p></p><p>Because I'm a homebrew junkie, particularly when it comes to class construction and have done...I've lost count now, really...let's say "a LOT" for 5e the past few years, I'mma take a swing. It will probably not be what your friend is/was originally imagining (since the idea/concept of the class -regardless of mechanics- is really not detailed), and as I warn above, time manipulations within a D&D game are a bad idea and almost certainly overpowered, if not Mary-Sue-ing. But seems like a concept that ought to be able to be done/neared. Maybe there'll be something useful in it. Maybe not. Maybe your friend will love and want to use it word for word. Who knows?...well, "the Traveler" class (working title) already knows, of course...and will know again. We mere mortals will have to wait and see.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7255294, member: 92511"] My guess here is that they are going for something akin to making a Dr. Who type character? Time manipulation that is somehow based-connected with some special devise they must have (almost sounds Artificer-y). While I, personally, think that messing with "time" in a D&D game is a big headache and attempting such a character would just be a no-no in a typical D&D game, that is not what you're looking for help with, here. So, my immediate question is, why -if you're looking for something being based in/off of points, "like ki points"- how did a Sorcery subclass and using Sorcery Points escape the development process? I agree with everyone saying basing the class off of "HP %" seems ill-advised. First of all calculating "3% for this, 1% for that, 5% for this" of anything for anything in any concept ever needs to be annihilated. That's just a poor design idea/decision. Second of all, there are already 2 (? shrug. yeah, sure, 2) classes -Monk and Sorcerer- using a point-based resource mechanic. There are another 2 classes -Bard and the Battlemaster Fighter- that use a "gain/accumulate & spend as desired" dice-based mechanic, with other examples of variations (Portent for the Diviner Wizard) strewn throughout the classes. I'm really unsure where this concept of basing class features off of spending HP came from. Scrap it. Your concept can still be dependent on Intelligence or Constitution or whatever. The class fluff doesn't really need changing (insofar as we understand what it's suppsoed to be or have any beyond guessing at Dr. Who). Also, of course, pretty near every damned class in 5e uses spells...whether known or prepared, found & studied or prescribed/automatically accessed, full-/half-/or one third- caster progression. Every class except Fighter, Rogue, and Barbarian...and they have magic-using subclasses. So, how did a spell casting mechanic and progression not come into play here? Because I'm a homebrew junkie, particularly when it comes to class construction and have done...I've lost count now, really...let's say "a LOT" for 5e the past few years, I'mma take a swing. It will probably not be what your friend is/was originally imagining (since the idea/concept of the class -regardless of mechanics- is really not detailed), and as I warn above, time manipulations within a D&D game are a bad idea and almost certainly overpowered, if not Mary-Sue-ing. But seems like a concept that ought to be able to be done/neared. Maybe there'll be something useful in it. Maybe not. Maybe your friend will love and want to use it word for word. Who knows?...well, "the Traveler" class (working title) already knows, of course...and will know again. We mere mortals will have to wait and see. [/QUOTE]
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