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Introducing the Magical Farmer The Agriculturlaist
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<blockquote data-quote="Starfox" data-source="post: 9362502" data-attributes="member: 2303"><p>I'm going to put on my editor cap and be pretty brutal here, but its all intended to help. These are pointers that accord with my sensibilities, not points of debate, take them or leave them as you like.</p><ul> <li data-xf-list-type="ul">Conceptually, I think this could be a ranger subclass. Its already quite similar. Development should make this a ranger subclass, or add more difference between this and the ranger.</li> <li data-xf-list-type="ul">Lots of abilities have small sub-rules that complicate the game to little gain, such as a secondary feature such as range or number of targets depending on an ability of the user when it really need not.</li> <li data-xf-list-type="ul">Overall, you need an editor, to point out areas that need to be clarified and to correspond to the usual 5E language.</li> <li data-xf-list-type="ul">Four Seasons: Spring does very little. Winter is unclear, do you get cold resistance when not in in cold weather? Fall, when do you renew these temp hp?</li> <li data-xf-list-type="ul">Photosynthesis varies widely depending in your Wisdom. For a class that needs physical ability scores, this makes it very MAD (multi-attribute dependent).</li> <li data-xf-list-type="ul">Cultivate Land is cool, but undeveloped. Does it work in a stone-walled dungeon? Currently it does. How and where do you place the cover? </li> <li data-xf-list-type="ul">Scarecrow should not affect allies. Again, this feels like a good ability for a ranger subclass.</li> <li data-xf-list-type="ul">Ultimate harvest Moon implies there is a regular Harvest Moon ability. Its also odd, and honestly a bit underwhelming for a capstone. At a minimum, it should only affect enemies, or at least not yourself. Damage would also be appropriate.</li> <li data-xf-list-type="ul">Shepherd Subclass again just feels like the ranger. Improved lasso is actually a cool ability, but there is no lasso in the game, and the given ability feels appropriate for level 3 rather than 15. I would also have the range increase apply to the whip and net.</li> <li data-xf-list-type="ul">Harvester Subclass: Children of the Corn is cool, but at the lower end of the power spectrum. I like that there is no limit on number of uses, but should it work in dungeons? Actually, I think it should. Plant Magic is cool but extremely situational and pretty weak - these are the spells of a half caster. Root Network is cool, but way too weak for its level. I would give you scrying abilities based on continuous areas of vegetation. Crop Shield: I assume this is a reaction. But as a capstone that only works against a single attack per long rest, it is WAY underpowered. If it rendered you 100% immune a single attack or effect, it would be weak but not abyssal.</li> <li data-xf-list-type="ul">Beekeeper: Cool concept. Insect Sense: Can it attack? If it does, it needs to escalate over levels. A lot. If not, its interesting, but weak. For The Queen needs to escalate in damage, but is otherwise ok. Poison damage and poisoned condition is commonly resisted. Fozzilized Honey: Harvester does this at level 3, and it wasn't impressive then. Preventing flight could be added. Pollen Storm is cool, should be a poison effect, and allow a save at end of turns to escape. These weaknesses allow the base effect to be improved, most of all how often it can be used. Healthy Honey is hard to understand how it works, and also needs more uses.</li> </ul></blockquote><p></p>
[QUOTE="Starfox, post: 9362502, member: 2303"] I'm going to put on my editor cap and be pretty brutal here, but its all intended to help. These are pointers that accord with my sensibilities, not points of debate, take them or leave them as you like. [LIST] [*]Conceptually, I think this could be a ranger subclass. Its already quite similar. Development should make this a ranger subclass, or add more difference between this and the ranger. [*]Lots of abilities have small sub-rules that complicate the game to little gain, such as a secondary feature such as range or number of targets depending on an ability of the user when it really need not. [*]Overall, you need an editor, to point out areas that need to be clarified and to correspond to the usual 5E language. [*]Four Seasons: Spring does very little. Winter is unclear, do you get cold resistance when not in in cold weather? Fall, when do you renew these temp hp? [*]Photosynthesis varies widely depending in your Wisdom. For a class that needs physical ability scores, this makes it very MAD (multi-attribute dependent). [*]Cultivate Land is cool, but undeveloped. Does it work in a stone-walled dungeon? Currently it does. How and where do you place the cover? [*]Scarecrow should not affect allies. Again, this feels like a good ability for a ranger subclass. [*]Ultimate harvest Moon implies there is a regular Harvest Moon ability. Its also odd, and honestly a bit underwhelming for a capstone. At a minimum, it should only affect enemies, or at least not yourself. Damage would also be appropriate. [*]Shepherd Subclass again just feels like the ranger. Improved lasso is actually a cool ability, but there is no lasso in the game, and the given ability feels appropriate for level 3 rather than 15. I would also have the range increase apply to the whip and net. [*]Harvester Subclass: Children of the Corn is cool, but at the lower end of the power spectrum. I like that there is no limit on number of uses, but should it work in dungeons? Actually, I think it should. Plant Magic is cool but extremely situational and pretty weak - these are the spells of a half caster. Root Network is cool, but way too weak for its level. I would give you scrying abilities based on continuous areas of vegetation. Crop Shield: I assume this is a reaction. But as a capstone that only works against a single attack per long rest, it is WAY underpowered. If it rendered you 100% immune a single attack or effect, it would be weak but not abyssal. [*]Beekeeper: Cool concept. Insect Sense: Can it attack? If it does, it needs to escalate over levels. A lot. If not, its interesting, but weak. For The Queen needs to escalate in damage, but is otherwise ok. Poison damage and poisoned condition is commonly resisted. Fozzilized Honey: Harvester does this at level 3, and it wasn't impressive then. Preventing flight could be added. Pollen Storm is cool, should be a poison effect, and allow a save at end of turns to escape. These weaknesses allow the base effect to be improved, most of all how often it can be used. Healthy Honey is hard to understand how it works, and also needs more uses. [/LIST] [/QUOTE]
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