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Helping a player with a time manipulation class
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<blockquote data-quote="Mephista" data-source="post: 7255435" data-attributes="member: 6786252"><p>So, lets do this. </p><p> Proficiency bonus same as wizard, I presume? All classes use the same proficency bonus that scales with level anyways.</p><p></p><p>I do agree that percentages of HP are clunky (and, to be blunt, way too small of a figure). Furthermore... HP is replenish-able through healing potions, spells, and more. Heck. This character can stay full steam if they can keep away from combat, and get healed 1hp every time they fall. This is going to be a tricky thing to balance, and that's all on you as the GM. You're going to have to put a lot of pressure on to drain this character's HP</p><p></p><p></p><p>Time drain and Time Store are paired, it seems; you "steal" someone's turn and give it to someone else. This is actually a pretty powerful combination. Stealing someone's time is the same as a hold person spell. So, we're going to be talking level 3 at the very earliest. Worse, its used several times a day, as opposed to a level 3 wizard casting Hold Person... what, twice a day is it? That's way overpowered. And that's assuming you leave it as Hold Person; the way its written, it seems to imply that we're dealing with Hold Monster, which shouldn't even be considered as an ability until many levels later. </p><p></p><p>Granting an extra turn to another usually uses that target's Reaction, to keep everything balanced.</p><p></p><p>This ability is going to be cast several times a day, so I recommend, instead of doing a percentage, we use a flat number. That way, we're scaling with numbers similarly to how a spellcaster can do things. </p><p></p><p> Giving up a turn to move someone else to first initiative... overall, it sounds strong, but realistically, its actually a pretty weak ability. You're giving up an attack to let someone go a bit earlier. </p><p></p><p> Same as time drain</p><p></p><p> There are no move "actions" in 5e. You can technically move, attack, move more, prepare an item, move again, take a bonus action, stand and talk for a tick, move more. You can increase someone's speed, which is consistent with first level spells like Longstrider.</p><p></p><p> Yeah, no. Slow is a level 3 spell. 1% hp is less than 1 hp per turn, and target enemy is likely going to die the first round or two. (10hp on level 1, 5 for each subsequent level, plus con. Assume Con of 14, and that's 12+7 per level, which is 12 levels to break the 100hp mark)</p><p></p><p> Isn't Time Stop a level 9 spell? You need to be a level 20 character PLUS have an Epic Boon before you can cast a level 9 spell twice a day. And this player wants it several times a day? From a renewable resource?</p><p></p><p> Okay, so stealing the bard's jack of all trades abilitiy. Not a problem on the face of it.</p><p></p><p> Hm... not a fan of this either. And here's why - in theory, one could use Time Drains on party members outside combat, then give everyone a turn. Having a store becomes effectively meaningless.</p><p></p><p> Hmm... that's better than a Diviner's twice a day, and as good as the Lucky feat. Good as both combined if you boost INT up to 20. </p><p></p><p>I don't like turning Inspiration into a mechanic the player can generate. Inspiration is given out as a reward for good roleplaying. Granting advantage is fine, but Inspiration is... more than that. Its also a very awkward ability that's not really associated with time manipulation.</p><p></p><p></p><p>All in all, I would not recommend this. As another suggested, making a subclass related to time manipulation would be better. If its from an artifact, than as a Warlock Patron would likely be ideal. You can even use the one Invocation that makes targets of Eldritch Blast move slower as part of the abilities of Chrono Trigger here.</p></blockquote><p></p>
[QUOTE="Mephista, post: 7255435, member: 6786252"] So, lets do this. Proficiency bonus same as wizard, I presume? All classes use the same proficency bonus that scales with level anyways. I do agree that percentages of HP are clunky (and, to be blunt, way too small of a figure). Furthermore... HP is replenish-able through healing potions, spells, and more. Heck. This character can stay full steam if they can keep away from combat, and get healed 1hp every time they fall. This is going to be a tricky thing to balance, and that's all on you as the GM. You're going to have to put a lot of pressure on to drain this character's HP Time drain and Time Store are paired, it seems; you "steal" someone's turn and give it to someone else. This is actually a pretty powerful combination. Stealing someone's time is the same as a hold person spell. So, we're going to be talking level 3 at the very earliest. Worse, its used several times a day, as opposed to a level 3 wizard casting Hold Person... what, twice a day is it? That's way overpowered. And that's assuming you leave it as Hold Person; the way its written, it seems to imply that we're dealing with Hold Monster, which shouldn't even be considered as an ability until many levels later. Granting an extra turn to another usually uses that target's Reaction, to keep everything balanced. This ability is going to be cast several times a day, so I recommend, instead of doing a percentage, we use a flat number. That way, we're scaling with numbers similarly to how a spellcaster can do things. Giving up a turn to move someone else to first initiative... overall, it sounds strong, but realistically, its actually a pretty weak ability. You're giving up an attack to let someone go a bit earlier. Same as time drain There are no move "actions" in 5e. You can technically move, attack, move more, prepare an item, move again, take a bonus action, stand and talk for a tick, move more. You can increase someone's speed, which is consistent with first level spells like Longstrider. Yeah, no. Slow is a level 3 spell. 1% hp is less than 1 hp per turn, and target enemy is likely going to die the first round or two. (10hp on level 1, 5 for each subsequent level, plus con. Assume Con of 14, and that's 12+7 per level, which is 12 levels to break the 100hp mark) Isn't Time Stop a level 9 spell? You need to be a level 20 character PLUS have an Epic Boon before you can cast a level 9 spell twice a day. And this player wants it several times a day? From a renewable resource? Okay, so stealing the bard's jack of all trades abilitiy. Not a problem on the face of it. Hm... not a fan of this either. And here's why - in theory, one could use Time Drains on party members outside combat, then give everyone a turn. Having a store becomes effectively meaningless. Hmm... that's better than a Diviner's twice a day, and as good as the Lucky feat. Good as both combined if you boost INT up to 20. I don't like turning Inspiration into a mechanic the player can generate. Inspiration is given out as a reward for good roleplaying. Granting advantage is fine, but Inspiration is... more than that. Its also a very awkward ability that's not really associated with time manipulation. All in all, I would not recommend this. As another suggested, making a subclass related to time manipulation would be better. If its from an artifact, than as a Warlock Patron would likely be ideal. You can even use the one Invocation that makes targets of Eldritch Blast move slower as part of the abilities of Chrono Trigger here. [/QUOTE]
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