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I'm *GASP* Actually Going to Be Playing 5e in a Few Weeks -- What are the Character Creation Pitfalls to Avoid?
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<blockquote data-quote="Ahglock" data-source="post: 6880891" data-attributes="member: 56725"><p>It reduces the odds of success but to me that isn't what makes it a trap. Now yes this is campaign dependent like well everything. But the healing mechanic are what make it a trap as in unforeseen levels of problems from your first look. Once clerics hit 9 other options are available but you only heal one exhaustion level during a long rest. This means if your campaigns frequently assume back to back adventuring days for a stretch of time that if you use more than one frenzy a day you start spiraling down into serious fatigue. Me, my signiture gimmick I'd like to use more than one combat a day. To me that's a trap. Not weakest thing ever, not horrible broken and can't be played but a trap. Why, because it requires a level of system knowledge to understand the weakness before diving in. If you keep it at heal rate a day it's a solid perk and whether 4-5 bonus attacks(roughly how many rounds most of our fights go for) in a fight is worth a drop in athleticism the rest of the day probably depends on how often those checks are called for. </p><p></p><p>I think it's level 6 and 14 features are solid though. And the barbarian without any path features is pretty solid on its own. Now if someone in my game thinks about playing one my current thought is allowing them to spend a hit die at a short rest to heal a level of exhaustion instead of HPs. I think that keeps the flavor, still limits it and stops it from being some death spiral due to daring to use your signiture gimmick more than once a day.</p></blockquote><p></p>
[QUOTE="Ahglock, post: 6880891, member: 56725"] It reduces the odds of success but to me that isn't what makes it a trap. Now yes this is campaign dependent like well everything. But the healing mechanic are what make it a trap as in unforeseen levels of problems from your first look. Once clerics hit 9 other options are available but you only heal one exhaustion level during a long rest. This means if your campaigns frequently assume back to back adventuring days for a stretch of time that if you use more than one frenzy a day you start spiraling down into serious fatigue. Me, my signiture gimmick I'd like to use more than one combat a day. To me that's a trap. Not weakest thing ever, not horrible broken and can't be played but a trap. Why, because it requires a level of system knowledge to understand the weakness before diving in. If you keep it at heal rate a day it's a solid perk and whether 4-5 bonus attacks(roughly how many rounds most of our fights go for) in a fight is worth a drop in athleticism the rest of the day probably depends on how often those checks are called for. I think it's level 6 and 14 features are solid though. And the barbarian without any path features is pretty solid on its own. Now if someone in my game thinks about playing one my current thought is allowing them to spend a hit die at a short rest to heal a level of exhaustion instead of HPs. I think that keeps the flavor, still limits it and stops it from being some death spiral due to daring to use your signiture gimmick more than once a day. [/QUOTE]
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I'm *GASP* Actually Going to Be Playing 5e in a Few Weeks -- What are the Character Creation Pitfalls to Avoid?
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