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[Let's Read] The Islands of Sina Una: 5e Fantasy inspired by Filipino legends
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<blockquote data-quote="humble minion" data-source="post: 9537037" data-attributes="member: 5948"><p>Yeah, I was pretty disappointed with the mechanical aspects of the book. Too much of the material was just flat-out unusable. Babaylan isn't just overpowered to the point where it makes other players feel useless, it's overpowered to the point where the game maths simply don't work any more. Adding 4d4 to your spell save DC from level 1, my bum. Oh, and we'll toss in an invincible blindsighted familar too. Sheesh.</p><p></p><p>This is something that can sometimes happen in these real-world-inspired products I think. The writer makes a subclass or class representing the sort of character who is the hero of all the stories, and because that sort of character is always the hero, the character options go ... way over the top. The Prophet cleric domain from Adventurer's Guide to the Bible had the same problem.</p><p></p><p>Real pity, because some of the least usable options here are the most interesting. The Moon Eater warlock pact is a great idea, but its very first ability is just game-breaking from maths perspective again, and that's without the extremely potent, at-will 6th level ability stacked on top of it (and its bonus spells lack a bit of focus). The Graverobber is an exceptionally cool concept, but again, a bit overtuned. I think they could have safely removed the three free cantrips at 3rd level and still had a potent class. Pestilence is clearly the most interesting one. I don't think it's as simple as 'Destruction is the most powerful' though - from 9h level a Pestilence graverobber has poison attacks that ignore poison immunity and resistance, and the free Haste once per short rest from the Avarice curse is nothing to be sneezed at either. Not sure I'd allow switching between curses at player option though. Choose a doom and stick to it!</p></blockquote><p></p>
[QUOTE="humble minion, post: 9537037, member: 5948"] Yeah, I was pretty disappointed with the mechanical aspects of the book. Too much of the material was just flat-out unusable. Babaylan isn't just overpowered to the point where it makes other players feel useless, it's overpowered to the point where the game maths simply don't work any more. Adding 4d4 to your spell save DC from level 1, my bum. Oh, and we'll toss in an invincible blindsighted familar too. Sheesh. This is something that can sometimes happen in these real-world-inspired products I think. The writer makes a subclass or class representing the sort of character who is the hero of all the stories, and because that sort of character is always the hero, the character options go ... way over the top. The Prophet cleric domain from Adventurer's Guide to the Bible had the same problem. Real pity, because some of the least usable options here are the most interesting. The Moon Eater warlock pact is a great idea, but its very first ability is just game-breaking from maths perspective again, and that's without the extremely potent, at-will 6th level ability stacked on top of it (and its bonus spells lack a bit of focus). The Graverobber is an exceptionally cool concept, but again, a bit overtuned. I think they could have safely removed the three free cantrips at 3rd level and still had a potent class. Pestilence is clearly the most interesting one. I don't think it's as simple as 'Destruction is the most powerful' though - from 9h level a Pestilence graverobber has poison attacks that ignore poison immunity and resistance, and the free Haste once per short rest from the Avarice curse is nothing to be sneezed at either. Not sure I'd allow switching between curses at player option though. Choose a doom and stick to it! [/QUOTE]
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[Let's Read] The Islands of Sina Una: 5e Fantasy inspired by Filipino legends
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