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Mystara 5th Edition Fan Made Supplement
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<blockquote data-quote="Saeviomagy" data-source="post: 6692176" data-attributes="member: 5890"><p>Some issues:</p><p></p><p>There's a lot of archetypes that give advantage with skills. This means that the DM can no longer give advantage with that skill. Consider giving expertise (ie - double proficiency) instead.</p><p></p><p>There's a lot of reference to turns, but I didn't see a definition for them.</p><p></p><p>Why are sidhe forbidden from being a warlock with a fey patron? Heck, why are they forbidden at all - does every demon and fey refuse to deal with them?</p><p></p><p>Aurumancer is an interesting concept, but compared with the benefits of other schools is incredibly weak. I imagine that someone wishing to go down that line would be far better off as a diviner.</p><p></p><p>Brave is a nice attempt to have a fighter archetype that's more than just combat, but I personally think it's a bit weak. Counting coup seems like an awful lot of effort for a very minor benefit. You could probably get the same benefit from a character flaw.</p><p></p><p>Diplomats get the ability to use skills less proficiently than normal, the ability to take a really long time to learn a language instead of an incredibly long time to learn a language, some feats anyone can take and finally advantage on some checks that it's easy to get advantage on.</p><p></p><p>Foresters... suck outside of forests. Which is going to be a lot of the time. They're not even particularly good inside forests. The spell crossover is nice.</p><p></p><p>When a heldannic knight challenges an opponent, that opponent's best strategy is to respond by attacking someone other than the knight, which seems odd.</p><p></p><p>Hin masters - just drop the spell requirement thing. Right now it's "for a while, you won't be able to use 3rd or 4th level spells".</p><p></p><p>The horse warrior's death flurry does nothing - you can already split attacks this way.</p><p></p><p>Gift of Kagyar seems really underwhelming. Maybe if it lasted longer? Even then, it's a smallish bonus to something that you're already succeeding at most of the time thanks to advantage. I would probably put blessing of kagyar at the lower level and maybe spread it to multiple people at the higher level.</p><p></p><p>Battlemaster would have to be the most boring archetype ever. Moar damage is an awful counterbalance to versatility. It just stops a DM from being able to provide interesting combats. Also the archetype puts the fighter ~50% above the rogue in damage, and that's before we bring in the current fighter builds with GWM and polearm mastery (which already push fighters above rogues by my understanding).</p><p></p><p>The order of the griffin's Aura of sanctity is quite poor. Most of the time it will do nothing even if you are within Karameikos.</p><p></p><p>Privateer is another welcome attempt to give fighters something to do other than hit things with other things... but the specificity of it makes it suck. If you're taking part in a seafaring campaign it's still likely to be unimpressive in terms of how much difference the mechanics actually make.</p><p></p><p>Rake is pretty cool, except for the skill proficiencies which seem out of place.</p><p></p><p>Shadow elf shamans 'gain' the ability to be unable to cast spells without an expensive focus at 2nd level.</p><p></p><p>Shamani and spirit shaman are quite good. I like them</p><p></p><p>Toa makai are another "more damage and nothing else" fighter archetype.</p><p></p><p>Treekeeper is pretty interesting. Druid spells as wizard spells is the main draw, but the other abilities are flavourful and situationally useful.</p><p></p><p>Wokani is ok. I feel it's missing something.</p><p></p><p>Craft circles and nordic runes seem to give you a benefit roughly equivalent to a spell that you could already cast. They just seem like unnecessary mechanics to represent concepts that already exist.</p><p></p><p>Wizard spells being taught only by specific guilds doesn't make sense, because spells are written down and stealable.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6692176, member: 5890"] Some issues: There's a lot of archetypes that give advantage with skills. This means that the DM can no longer give advantage with that skill. Consider giving expertise (ie - double proficiency) instead. There's a lot of reference to turns, but I didn't see a definition for them. Why are sidhe forbidden from being a warlock with a fey patron? Heck, why are they forbidden at all - does every demon and fey refuse to deal with them? Aurumancer is an interesting concept, but compared with the benefits of other schools is incredibly weak. I imagine that someone wishing to go down that line would be far better off as a diviner. Brave is a nice attempt to have a fighter archetype that's more than just combat, but I personally think it's a bit weak. Counting coup seems like an awful lot of effort for a very minor benefit. You could probably get the same benefit from a character flaw. Diplomats get the ability to use skills less proficiently than normal, the ability to take a really long time to learn a language instead of an incredibly long time to learn a language, some feats anyone can take and finally advantage on some checks that it's easy to get advantage on. Foresters... suck outside of forests. Which is going to be a lot of the time. They're not even particularly good inside forests. The spell crossover is nice. When a heldannic knight challenges an opponent, that opponent's best strategy is to respond by attacking someone other than the knight, which seems odd. Hin masters - just drop the spell requirement thing. Right now it's "for a while, you won't be able to use 3rd or 4th level spells". The horse warrior's death flurry does nothing - you can already split attacks this way. Gift of Kagyar seems really underwhelming. Maybe if it lasted longer? Even then, it's a smallish bonus to something that you're already succeeding at most of the time thanks to advantage. I would probably put blessing of kagyar at the lower level and maybe spread it to multiple people at the higher level. Battlemaster would have to be the most boring archetype ever. Moar damage is an awful counterbalance to versatility. It just stops a DM from being able to provide interesting combats. Also the archetype puts the fighter ~50% above the rogue in damage, and that's before we bring in the current fighter builds with GWM and polearm mastery (which already push fighters above rogues by my understanding). The order of the griffin's Aura of sanctity is quite poor. Most of the time it will do nothing even if you are within Karameikos. Privateer is another welcome attempt to give fighters something to do other than hit things with other things... but the specificity of it makes it suck. If you're taking part in a seafaring campaign it's still likely to be unimpressive in terms of how much difference the mechanics actually make. Rake is pretty cool, except for the skill proficiencies which seem out of place. Shadow elf shamans 'gain' the ability to be unable to cast spells without an expensive focus at 2nd level. Shamani and spirit shaman are quite good. I like them Toa makai are another "more damage and nothing else" fighter archetype. Treekeeper is pretty interesting. Druid spells as wizard spells is the main draw, but the other abilities are flavourful and situationally useful. Wokani is ok. I feel it's missing something. Craft circles and nordic runes seem to give you a benefit roughly equivalent to a spell that you could already cast. They just seem like unnecessary mechanics to represent concepts that already exist. Wizard spells being taught only by specific guilds doesn't make sense, because spells are written down and stealable. [/QUOTE]
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