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*Dungeons & Dragons
Homebrew class: the PARAGON
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<blockquote data-quote="TheCosmicKid" data-source="post: 7831507" data-attributes="member: 6683613"><p>We use it, but I try to allow for tables that don't, or for individual players who might not want to or don't think it fits their character. Rage might not be a good fit on a Gentle Giant, for example. And it's not like the barbarian has a monopoly on this feature: it already stole it from the monk.</p><p></p><p></p><p>I don't worry about GWF in my designs, on the theory that if there's a problem when you combine a build with GWF, the source of the problem is GWF. Case in point: a 20th-level fighter with GWF is getting <em>+60</em> damage in total, and can double that with an Action Surge.</p><p></p><p></p><p>A club deals 1d4 damage. Going from 1d4 to 1d8 is effectively +2 damage. Except it plays better with Heavy Hit.</p><p></p><p></p><p>I'm not in love with the implementation myself, I need to clean it up a lot. And I want to use it sparingly in any case, because it's supposed to have the flavor of "pushing yourself to the breaking point in an emergency", not "using your health as an everyday resource". But given the precedent of characters like John Henry, I think the idea has a place as a unique mechanic for this class.</p><p></p><p></p><p>I might be able to do something a little more elegant if I combine Heavy Hit and Great Cleave as a special action.</p><p></p><p></p><p>Presently the latter, although it's still up in the air how much wrestling specialization I want to reserve for the challenger and how much should be in the base class.</p><p></p><p></p><p>It's underpowered until you hit 14. Barbarian subclasses usually have a significant source of bonus damage at 3rd level, or else a really good defensive ability. A couple of situational/ribbon features aren't going to measure up. Beyond 14, it starts to run into the same bounded accuracy and (to a lesser degree) Extra Attack problems as we're dealing with in the full-class version. Plus from a rules comprehension standpoint it might be confusing how it interacts with the barbarian's capstone ability. Although I do like how with the bonus there, 2 remaining ASIs and +4 from the capstone, it's just possible to reach 30. That's neat.</p><p></p><p>On a nitpicking point, for Demolish, I'd favor double damage over ignoring the damage threshold for objects and structures. Ignoring the damage threshold means the paragon is somehow able to saw through a steel door with a 1-damage spoon if he wants to. The ability should encourage huge hits, not enable small ones.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7831507, member: 6683613"] We use it, but I try to allow for tables that don't, or for individual players who might not want to or don't think it fits their character. Rage might not be a good fit on a Gentle Giant, for example. And it's not like the barbarian has a monopoly on this feature: it already stole it from the monk. I don't worry about GWF in my designs, on the theory that if there's a problem when you combine a build with GWF, the source of the problem is GWF. Case in point: a 20th-level fighter with GWF is getting [I]+60[/I] damage in total, and can double that with an Action Surge. A club deals 1d4 damage. Going from 1d4 to 1d8 is effectively +2 damage. Except it plays better with Heavy Hit. I'm not in love with the implementation myself, I need to clean it up a lot. And I want to use it sparingly in any case, because it's supposed to have the flavor of "pushing yourself to the breaking point in an emergency", not "using your health as an everyday resource". But given the precedent of characters like John Henry, I think the idea has a place as a unique mechanic for this class. I might be able to do something a little more elegant if I combine Heavy Hit and Great Cleave as a special action. Presently the latter, although it's still up in the air how much wrestling specialization I want to reserve for the challenger and how much should be in the base class. It's underpowered until you hit 14. Barbarian subclasses usually have a significant source of bonus damage at 3rd level, or else a really good defensive ability. A couple of situational/ribbon features aren't going to measure up. Beyond 14, it starts to run into the same bounded accuracy and (to a lesser degree) Extra Attack problems as we're dealing with in the full-class version. Plus from a rules comprehension standpoint it might be confusing how it interacts with the barbarian's capstone ability. Although I do like how with the bonus there, 2 remaining ASIs and +4 from the capstone, it's just possible to reach 30. That's neat. On a nitpicking point, for Demolish, I'd favor double damage over ignoring the damage threshold for objects and structures. Ignoring the damage threshold means the paragon is somehow able to saw through a steel door with a 1-damage spoon if he wants to. The ability should encourage huge hits, not enable small ones. [/QUOTE]
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Homebrew class: the PARAGON
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