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<blockquote data-quote="Hawk Diesel" data-source="post: 6991722" data-attributes="member: 59848"><p>For booking keeping purposes I thought it might be easier to assume stats similar to the necromancer, but maybe I will go with creating stats for a minor undead creature.</p><p></p><p></p><p></p><p>Well, the main reason I'm using this approach is that I'm trying to give my players more options to do cool things. The Silver Flame ability is a minor damage or HP boost, but it scales with level. Even though it's at will, it has much less lasting effect, especially since this is a challenging/deadly game.</p><p></p><p>With the necromancer, I always thought it funny that the necromancer can't actually raise a corpse minion until level 5, and even then must donate a spell slot each day to keep them. While it is a more lasting effect, being a 1 HP minion will make them very squishy. They'll last a round or 2 in combat on average, if that.</p><p></p><p>The reason I did once per day with the other two is that those abilities have much more consequence in battlefield control. The Rogue Mastermind is almost always getting sneak attack because there's always an ally within 5' of his targets, and having the potential to continually blind everyone seems too great. Also, the Rogue has lots of options to use for his bonus action, so I thought this would give him something that seemed more interesting. Also, I wanna keep it cool, and if you can do something most rounds, it can get boring or monotonous. Like I said, this is more of a story driven game with difficult encounters, and right now he's already typically outshining everyone in terms of kill count and damage.</p><p></p><p>As for the sorcerer, I would say it's similar to the rogue. My concern is too much battlefield control if he can do it at will. But I also think it's interesting in that if the spell is effective, he can tack on this additional effect for free.</p><p></p><p>But this feedback is exactly why I come here and post stuff, to make sure I am accounting for everything, or at least as much as possible.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6991722, member: 59848"] For booking keeping purposes I thought it might be easier to assume stats similar to the necromancer, but maybe I will go with creating stats for a minor undead creature. Well, the main reason I'm using this approach is that I'm trying to give my players more options to do cool things. The Silver Flame ability is a minor damage or HP boost, but it scales with level. Even though it's at will, it has much less lasting effect, especially since this is a challenging/deadly game. With the necromancer, I always thought it funny that the necromancer can't actually raise a corpse minion until level 5, and even then must donate a spell slot each day to keep them. While it is a more lasting effect, being a 1 HP minion will make them very squishy. They'll last a round or 2 in combat on average, if that. The reason I did once per day with the other two is that those abilities have much more consequence in battlefield control. The Rogue Mastermind is almost always getting sneak attack because there's always an ally within 5' of his targets, and having the potential to continually blind everyone seems too great. Also, the Rogue has lots of options to use for his bonus action, so I thought this would give him something that seemed more interesting. Also, I wanna keep it cool, and if you can do something most rounds, it can get boring or monotonous. Like I said, this is more of a story driven game with difficult encounters, and right now he's already typically outshining everyone in terms of kill count and damage. As for the sorcerer, I would say it's similar to the rogue. My concern is too much battlefield control if he can do it at will. But I also think it's interesting in that if the spell is effective, he can tack on this additional effect for free. But this feedback is exactly why I come here and post stuff, to make sure I am accounting for everything, or at least as much as possible. [/QUOTE]
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