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*Dungeons & Dragons
Magus/Spellsword 5e idea. I'd like advice.
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<blockquote data-quote="MoutonRustique" data-source="post: 6428759" data-attributes="member: 22362"><p>Quick notes:</p><p></p><p>This could be used to charge-up on Arcane Power at the start of the day (by taking a "slightly longer" long rest) and going a bit more nova. Could be useful at low-to-mid levels.</p><p></p><p></p><p>Having something so crucial (and powerful) to the class be equal to a stat mod can lead to some wonky things with regards to character creation (will probably never be an issue in actual play, this is more of a "design for everyone else" issue - basically, ignore it, I don't know why I need to say these things...)</p><p></p><p>Seems potentially VERY powerful at lower levels - may be fine in play. Very cool in any case. The fact that it uses no action could lead to some problems with regards to the number of spells cast in a round... (i.e. have <em>haste</em>, use the "extra attack", cast "free" spell from this, one regular action spell, and one bonus action spell = lots of spells!)</p><p></p><p> VERY powerful - but at these levels, meh. Have at it!</p><p></p><p> I'd love to play this class. I'm hearing the FF victory music in my head right now!</p><p></p><p>Why the wonky wording? Why not just give them THP?</p><p></p><p>This could be confusing with regards to effects that depend on "damage" such as poison, disease, etc. Basically, if the attack has riders but doesn't break the shield, are those riders negated as well?</p><p></p><p> This is one of those - may have no real impact other than coolness or be game breakingly powerful - effects depending upon the campaign...</p><p></p><p>Not 100% on if this casts the spell, or simply allows you the possibility to cast it. (leaning latter, but not 100%)</p><p></p><p>... done. It's a cool list of powers, I just don't feel like doing this anymore. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6428759, member: 22362"] Quick notes: This could be used to charge-up on Arcane Power at the start of the day (by taking a "slightly longer" long rest) and going a bit more nova. Could be useful at low-to-mid levels. Having something so crucial (and powerful) to the class be equal to a stat mod can lead to some wonky things with regards to character creation (will probably never be an issue in actual play, this is more of a "design for everyone else" issue - basically, ignore it, I don't know why I need to say these things...) Seems potentially VERY powerful at lower levels - may be fine in play. Very cool in any case. The fact that it uses no action could lead to some problems with regards to the number of spells cast in a round... (i.e. have [I]haste[/I], use the "extra attack", cast "free" spell from this, one regular action spell, and one bonus action spell = lots of spells!) VERY powerful - but at these levels, meh. Have at it! I'd love to play this class. I'm hearing the FF victory music in my head right now! Why the wonky wording? Why not just give them THP? This could be confusing with regards to effects that depend on "damage" such as poison, disease, etc. Basically, if the attack has riders but doesn't break the shield, are those riders negated as well? This is one of those - may have no real impact other than coolness or be game breakingly powerful - effects depending upon the campaign... Not 100% on if this casts the spell, or simply allows you the possibility to cast it. (leaning latter, but not 100%) ... done. It's a cool list of powers, I just don't feel like doing this anymore. :P [/QUOTE]
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Magus/Spellsword 5e idea. I'd like advice.
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