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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #15: Herald
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<blockquote data-quote="tetrasodium" data-source="post: 8237621" data-attributes="member: 93670"><p> <ul> <li data-xf-list-type="ul">Pick two Cantrips is a nice bit of flavor with the reworked spell list making it pretty certain that one or both is going to be some form of utility or buff is a nice touch. Default paladins haven't really gotten anything but an array of <a href="https://youtu.be/tJQAnBhsHQw?t=386" target="_blank">murderhobo first</a> tools for so long that they tend to tune out & wait for violence so it feels like they might at least attempt to look for other avenues. Casters will be glad that their limited cantrip slots don't need to choose beween a chance that <em>someone</em> will have one of the other the side dish cantrips, & taking one instead of loading their at will combat toolbox with versatility to make for even more reason to rejoice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></li> <li data-xf-list-type="ul"><strong>Divine sense: </strong>The way this has the ability to potentially learn the identity & any hallowed/desecrated locations it has seems like it would have tons of potential to know & follow interesting breadcrumbs rather than just "yep it's a $type">kill. Something as trivial as the $type on the other side of the door or hiding in the bartenderis named B'ob or whatever opens the door for a huge swath of social interactions even before the ability to leverage knowing that B'ob has<em> something </em>the gm just made up protected here on the map three days away can come in to shake things up while the GM is prepping.</li> <li data-xf-list-type="ul">LoH sounds the same as o5e or close to it</li> <li data-xf-list-type="ul"><strong>Maneuvers</strong>:spirited steed & tempered iron are both very fitting of heralds & seem like they would allow a lot of chances for heralds to differentiate themselves from each other. The teamwork & reciprocity with sanguine knot stuff is also great for players to coordinate in a fight so I can't wait to start seeing them in my players.</li> <li data-xf-list-type="ul"> <strong>Smite:</strong> getting it at second will make a huge difference in feeling like a herald rather than a fighter waiting to come online & I like the way it's baked into the class instead of being linked to spell slots.</li> <li data-xf-list-type="ul"><strong>Empowered Smite</strong>: All of the options will allow interestingly useful tools to exist in the toolbox between the igniting DoT, marking anti-invis, & repelling smite but igniting will probably raise the question of "is this magical fire & a save against a magical or mundane effect" at some point while repelling smite is probably going to almost immediately trigger "what happens if I repel that into bob or that wall?" so it might not be a bad idea to note them.</li> <li data-xf-list-type="ul"><strong>Heraldric sermon:</strong> proficient & limited advantage on persuade/perform/intimidate fits nicely with the class. I think coming at level 5 rather than 1 also gives some time for the player to think about their role in the group & let themselves solidify a bit in the campaign to a nice effect.</li> <li data-xf-list-type="ul"><strong>Sacred Aura</strong>: The aura's are nice& I agree witha lot of what's been said on the 10-15ft bump to help me as a GM push the party into considering not clustering up to such an extreme degree being a welcome change. At least my o5e games tend to advance <em>wayyyy</em> slower than average (one was like 3 months to 5th iirc) so my paladin players would definitely appreciate some kind of weak level1 aura even if it's just opening the door a crack a few levels early. Being able to swap the aura's at activation will add some nice flexibility in ways that really make the herald think about how they can maximize what they can do for the group rather than just having it exist as a passive spotlight</li> <li data-xf-list-type="ul"><strong>Greater empowered smite</strong>:<ul> <li data-xf-list-type="ul"><strong>Blinding & disorienting smite</strong>: These are almost nifty debuffs, but the free save every round <span style="font-size: 10px"><em>(for any debuff & not just smites)</em></span> is over the top. Changing that to as a bonus action they can save would make almost zero difference in most cases but wouldn't feel like expending a resource that just goes away quick if the target is lucky on the d20 or has good saves. The fact that one is a save or nothing happens makes adding <em>some</em> cost however trivial to the save very deserved</li> <li data-xf-list-type="ul"><strong>Taunting smite</strong> The inverted damage shield that makes it an interesting way of "taunting" without engaging in mind control but the same save to accomplish something or not then free save every turn to remove comes up again, changing that to a bonus action save or something would at least add the illusion of a cost to saving.</li> </ul></li> <li data-xf-list-type="ul"><strong>Lend faith</strong>: These kind of pull a friend from the fire in a pinch abilities are always popular & do a great job of encouraging the bearer o be on the ball about paying attention to others so I really love this.</li> <li data-xf-list-type="ul"><strong>Reveal heresy</strong>: The way this differentiates itself from similar abilities of other classes by making it a secret save from the fibber against a passive score to get a sense is great flavor </li> <li data-xf-list-type="ul"><strong>Truth of conviction</strong>: This is an awesome total game changer for parties & comes at a perfect time for when players are starting to shift from a band of folks doing odd jobs to well known people likely to have a reputation of <em>some </em>kind. As a GM there are plenty of times I wave off the rolling for truthful stuff, but there are others where it just doesn't feel right to do that without some kind of skill checking. Having this simultaneously push some safety net under whoever happens to be skilled/active while encouraging some degree of goodytwoshoes type behavior is a nice flavor too.</li> <li data-xf-list-type="ul"><strong>Aura of healing & aura of smiting</strong>: These are huge bumps for the things they do & might turn out to be even more popular than a giant bonus on saves with good reason. As a GM I can't wait as the huge save bonus always feels like too much of a safety net.</li> <li data-xf-list-type="ul"><strong>Aura of overcoming</strong>: Personally I hate resistant to nonmagical bludgeon piercing & slashing with the efforts that o5e goes through to balance so many things against some hypothetical game with no magic weapons so will cross my fingers & hope that the equipment overhaul & new crafting thing amounts to being something quite a bit more than just any +1 weapon.</li> <li data-xf-list-type="ul"><strong>Bestowed understanding</strong>: This is really cool & feels like something anyone who knows a little of some other common local language or even just not entirely fluent grasp on the local language can really grin with understanding at the feeling of trying to fit together some coherent topic based on a handful of known words & maybe these other words are similar to these others from my language. I also love that it gives a little gm guidance in going with "basic understanding" rather than translate understand or whatever. IME picking up that skill is something that tends to make GMs more willing to make up flavorful bits of text & such to add spice or allow partial imperfectly vague knowledge checks they weren't prepared for</li> <li data-xf-list-type="ul"><strong>Sense Import</strong>: this feels like an extension of the same sort of newbie GM training wheels in the form of a cool & flavorful ability that fits the class in fun ways for the player & is very much liked. </li> <li data-xf-list-type="ul"><strong>Undaunted:</strong> d&d paladin saves & immunities have always made them a bit of a fearless character ready to charge in like some combo of leroy jenkins & kenny mcormick but it feels like this accomplishes that while still maintaining some room for tension</li> <li data-xf-list-type="ul">The other knacks were obviously useful with nice flavor fitting the class well.</li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8237621, member: 93670"] [LIST] [*]Pick two Cantrips is a nice bit of flavor with the reworked spell list making it pretty certain that one or both is going to be some form of utility or buff is a nice touch. Default paladins haven't really gotten anything but an array of [URL='https://youtu.be/tJQAnBhsHQw?t=386']murderhobo first[/URL] tools for so long that they tend to tune out & wait for violence so it feels like they might at least attempt to look for other avenues. Casters will be glad that their limited cantrip slots don't need to choose beween a chance that [I]someone[/I] will have one of the other the side dish cantrips, & taking one instead of loading their at will combat toolbox with versatility to make for even more reason to rejoice :D [*][B]Divine sense: [/B]The way this has the ability to potentially learn the identity & any hallowed/desecrated locations it has seems like it would have tons of potential to know & follow interesting breadcrumbs rather than just "yep it's a $type">kill. Something as trivial as the $type on the other side of the door or hiding in the bartenderis named B'ob or whatever opens the door for a huge swath of social interactions even before the ability to leverage knowing that B'ob has[I] something [/I]the gm just made up protected here on the map three days away can come in to shake things up while the GM is prepping. [*]LoH sounds the same as o5e or close to it [*][B]Maneuvers[/B]:spirited steed & tempered iron are both very fitting of heralds & seem like they would allow a lot of chances for heralds to differentiate themselves from each other. The teamwork & reciprocity with sanguine knot stuff is also great for players to coordinate in a fight so I can't wait to start seeing them in my players. [*] [B]Smite:[/B] getting it at second will make a huge difference in feeling like a herald rather than a fighter waiting to come online & I like the way it's baked into the class instead of being linked to spell slots. [*][B]Empowered Smite[/B]: All of the options will allow interestingly useful tools to exist in the toolbox between the igniting DoT, marking anti-invis, & repelling smite but igniting will probably raise the question of "is this magical fire & a save against a magical or mundane effect" at some point while repelling smite is probably going to almost immediately trigger "what happens if I repel that into bob or that wall?" so it might not be a bad idea to note them. [*][B]Heraldric sermon:[/B] proficient & limited advantage on persuade/perform/intimidate fits nicely with the class. I think coming at level 5 rather than 1 also gives some time for the player to think about their role in the group & let themselves solidify a bit in the campaign to a nice effect. [*][B]Sacred Aura[/B]: The aura's are nice& I agree witha lot of what's been said on the 10-15ft bump to help me as a GM push the party into considering not clustering up to such an extreme degree being a welcome change. At least my o5e games tend to advance [I]wayyyy[/I] slower than average (one was like 3 months to 5th iirc) so my paladin players would definitely appreciate some kind of weak level1 aura even if it's just opening the door a crack a few levels early. Being able to swap the aura's at activation will add some nice flexibility in ways that really make the herald think about how they can maximize what they can do for the group rather than just having it exist as a passive spotlight [*][B]Greater empowered smite[/B]: [LIST] [*][B]Blinding & disorienting smite[/B]: These are almost nifty debuffs, but the free save every round [SIZE=2][I](for any debuff & not just smites)[/I][/SIZE] is over the top. Changing that to as a bonus action they can save would make almost zero difference in most cases but wouldn't feel like expending a resource that just goes away quick if the target is lucky on the d20 or has good saves. The fact that one is a save or nothing happens makes adding [I]some[/I] cost however trivial to the save very deserved [*][B]Taunting smite[/B] The inverted damage shield that makes it an interesting way of "taunting" without engaging in mind control but the same save to accomplish something or not then free save every turn to remove comes up again, changing that to a bonus action save or something would at least add the illusion of a cost to saving. [/LIST] [*][B]Lend faith[/B]: These kind of pull a friend from the fire in a pinch abilities are always popular & do a great job of encouraging the bearer o be on the ball about paying attention to others so I really love this. [*][B]Reveal heresy[/B]: The way this differentiates itself from similar abilities of other classes by making it a secret save from the fibber against a passive score to get a sense is great flavor [*][B]Truth of conviction[/B]: This is an awesome total game changer for parties & comes at a perfect time for when players are starting to shift from a band of folks doing odd jobs to well known people likely to have a reputation of [I]some [/I]kind. As a GM there are plenty of times I wave off the rolling for truthful stuff, but there are others where it just doesn't feel right to do that without some kind of skill checking. Having this simultaneously push some safety net under whoever happens to be skilled/active while encouraging some degree of goodytwoshoes type behavior is a nice flavor too. [*][B]Aura of healing & aura of smiting[/B]: These are huge bumps for the things they do & might turn out to be even more popular than a giant bonus on saves with good reason. As a GM I can't wait as the huge save bonus always feels like too much of a safety net. [*][B]Aura of overcoming[/B]: Personally I hate resistant to nonmagical bludgeon piercing & slashing with the efforts that o5e goes through to balance so many things against some hypothetical game with no magic weapons so will cross my fingers & hope that the equipment overhaul & new crafting thing amounts to being something quite a bit more than just any +1 weapon. [*][B]Bestowed understanding[/B]: This is really cool & feels like something anyone who knows a little of some other common local language or even just not entirely fluent grasp on the local language can really grin with understanding at the feeling of trying to fit together some coherent topic based on a handful of known words & maybe these other words are similar to these others from my language. I also love that it gives a little gm guidance in going with "basic understanding" rather than translate understand or whatever. IME picking up that skill is something that tends to make GMs more willing to make up flavorful bits of text & such to add spice or allow partial imperfectly vague knowledge checks they weren't prepared for [*][B]Sense Import[/B]: this feels like an extension of the same sort of newbie GM training wheels in the form of a cool & flavorful ability that fits the class in fun ways for the player & is very much liked. [*][B]Undaunted:[/B] d&d paladin saves & immunities have always made them a bit of a fearless character ready to charge in like some combo of leroy jenkins & kenny mcormick but it feels like this accomplishes that while still maintaining some room for tension [*]The other knacks were obviously useful with nice flavor fitting the class well. [/LIST] [/QUOTE]
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