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[+] On Building 5e Classes
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<blockquote data-quote="doctorbadwolf" data-source="post: 8261964" data-attributes="member: 6704184"><p>Mostly. The classes aren’t really balanced, but they all have a way to do roughly spell level appropriate damage reliably, ways to defend, major defining features and features that support those features, ribbons, etc. </p><p></p><p>More this. Half casting seems to roughly equal the fighters additional extra attacks and action surge, judging by class design in the phb, for instance. </p><p></p><p>Definitely rough balance in each pillar is the ideal. </p><p></p><p>I’d say probably per the PHB, with options to change short rest abilities to proficiency per day abilities? Or advice that if you do short days you should make short rests 5-20 minutes rather than an hour. </p><p></p><p>That’s probably fair. However, whate does that put it in a “major, moderate, minor, ribbon” categorization? Moderate, alongside extra attack? </p><p></p><p>Sneak attack is a nova, it’s just situational (you nova on a crit, and should have advantage pretty often) rather than controlled by a limited resource.</p><p></p><p>It’s equal to extra attack and a moderate feature, I’d say. </p><p></p><p>I think that is a doable goal as an addition to my primary goal of less weird and kludgey multiclassing/mixing mechanics to suit a concept.</p><p></p><p>Absolutely. </p><p></p><p>Agreed. </p><p></p><p>For sure, although it’s worth noting that satisfying play doesn’t quite translate with direct spell point math. IIRC the 4elements monk costs its spells using direct spell point to slot conversion, and nearly everyone agrees that it runs out way too fast for what you get out of using the disciplines, while other subclasses that instead convert at 1ki/spell level are generally considered satisfying and fun.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8261964, member: 6704184"] Mostly. The classes aren’t really balanced, but they all have a way to do roughly spell level appropriate damage reliably, ways to defend, major defining features and features that support those features, ribbons, etc. More this. Half casting seems to roughly equal the fighters additional extra attacks and action surge, judging by class design in the phb, for instance. Definitely rough balance in each pillar is the ideal. I’d say probably per the PHB, with options to change short rest abilities to proficiency per day abilities? Or advice that if you do short days you should make short rests 5-20 minutes rather than an hour. That’s probably fair. However, whate does that put it in a “major, moderate, minor, ribbon” categorization? Moderate, alongside extra attack? Sneak attack is a nova, it’s just situational (you nova on a crit, and should have advantage pretty often) rather than controlled by a limited resource. It’s equal to extra attack and a moderate feature, I’d say. I think that is a doable goal as an addition to my primary goal of less weird and kludgey multiclassing/mixing mechanics to suit a concept. Absolutely. Agreed. For sure, although it’s worth noting that satisfying play doesn’t quite translate with direct spell point math. IIRC the 4elements monk costs its spells using direct spell point to slot conversion, and nearly everyone agrees that it runs out way too fast for what you get out of using the disciplines, while other subclasses that instead convert at 1ki/spell level are generally considered satisfying and fun. [/QUOTE]
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