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<blockquote data-quote="ezo" data-source="post: 9534766" data-attributes="member: 7037866"><p>Nope, RUNE Knight. Gone, so long, poof, a<em>diós</em>, <em>au revoir</em>, a<em>rrivederci, sayonara, auf wiedersehen. <img class="smilie smilie--emoji" alt="👋" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44b.png" title="Waving hand :wave:" data-shortname=":wave:" loading="lazy" width="64" height="64" /></em></p><ul> <li data-xf-list-type="ul">Two proficiencies (smith's tools and Giant--useful enough IME)</li> <li data-xf-list-type="ul">Two runes (not one, but TWO!) - The player took Fire and Stone.</li> <li data-xf-list-type="ul">And the icing on the cake: for 1 minute you are Large (cool to grapple bigger foes), but also advantage on those grapples and STR saves.. AND an exta 1d6 damage once on your turn.</li> </ul><p>Let's take a closer look at the runes...</p><p></p><p></p><p>So, like other fighter features--short rest--which is cool. I prefer that, actually. But STR saves are not typically strong for most creatures. Even creatures who <em>are strong</em> lack proficiency. And RESTRAINED (so disadvantage on attacks and advantage made against it, not to mention speed 0 and disadvantage on DEX saves), not just "grappled" or something.</p><p></p><p>Fail the save, and not <em>only</em> is the creature restrained, but it also takes MORE fire damage each round it is restrained! Also, the repeated save is at the end of the target's turn, so it's turn starts (fire damage), it attacks (disadvantage), and then it gets to save...? Ah, no.</p><p></p><p></p><p>Oh, let's give yet <em>another way</em> to give a character darkvision! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> And why 120 feet? Stone Giants themselves are only 60 feet.</p><p></p><p>Sigh... Wisdom saves (often worse than Strength saves in tier 1) and charmed. Ok, charmed? Why charmed? They are STONE GIANTS, what do they have to do with charm??? Letting that go, it isn't just <em>normal charm</em>, of course not, it is speed 0 (so no movement) and INCAPACITATED! (even worse than restrained--the creature can't even do anything!) And once again repeated at the end of the turn. Not when the creature takes any damage, but at the end.</p><p></p><p><strong>THAT is a LOT of features, power, options, whatever for a single subclass tier at 3rd level!</strong> <em>Show me how all of that really compares to Champion (crit on 19), Battlemaster (some maneuvers), or any of the subclasses in Xanathar's?</em></p><p></p><p>Now, let's move on to 7th Level:</p><p></p><p>Advantage <em>and</em> resistance to poison. Nice, not OP or anything, so ok.</p><p></p><p>Resistance to (even magical!) BPS damage for 10 rounds (so... 99% of the time, the whole battle). This just about doubles the PC's effective HP for the fight generally. Sure, there are many creatures and attacks which do non-BPS damage, but there are many more which do.</p><p></p><p>And again, short rest recovery (which is good except how strong it is...).</p><p></p><p>Most tier 2 features are <em>meh</em> at best for many subclasses, but here you get <em>another</em> kick-ass rune not to mention Runic Shield.</p><p></p><p></p><p>Forcing a creature to reroll after the hit (so you get to choose when to use it, and with a great range of 60 feet!) is pretty powerful, not to mention you get to use it 3 times (to begin with). So, not a "short rest" feature, but when you get multiple uses per long rest, in effect it is just as good and as your proficiency bonus improves, only gets better.</p><p></p><p>So, for 7th Level, instead of a <em>meh</em> feature, you get TWO very strong features.</p><p></p><p>All told, this is OP. It is well beyond anything fighter subclasses get in the PHB or Xanathar's. When the player wanted to use it I just skimmed it so decided why not. Having seen how devastating (yes, devastating) the Fire and Stone runes can be if a creature fails more than one save (since battles rarely go beyond 3-4 rounds), it is totally OP when lumped together.</p><p></p><p></p><p><em>Is it crazy given how I've shown how powerful this subclass is?</em> No, not crazy at all IMO. Maybe you don't think this is incredibly powerful compared to most (if not all PHB and Xanatha's anyway) fighter subclasses?? But at the very least I hope you can see why I find it too strong.</p><p></p><p>So, instead of bothering to nerf the heck out of it, it is easier to just bane it for now. If a player really wants to use this again someday (I have no issue with the concept!) I'll revisit it maybe.</p><p></p><p></p><p>Sure, but CR sucks IMO and 90%+ of all 3PP stuff, etc. is not balanced (at all) and so I don't even bother with it.</p></blockquote><p></p>
[QUOTE="ezo, post: 9534766, member: 7037866"] Nope, RUNE Knight. Gone, so long, poof, a[I]diós[/I], [I]au revoir[/I], a[I]rrivederci, sayonara, auf wiedersehen. 👋[/I] [LIST] [*]Two proficiencies (smith's tools and Giant--useful enough IME) [*]Two runes (not one, but TWO!) - The player took Fire and Stone. [*]And the icing on the cake: for 1 minute you are Large (cool to grapple bigger foes), but also advantage on those grapples and STR saves.. AND an exta 1d6 damage once on your turn. [/LIST] Let's take a closer look at the runes... So, like other fighter features--short rest--which is cool. I prefer that, actually. But STR saves are not typically strong for most creatures. Even creatures who [I]are strong[/I] lack proficiency. And RESTRAINED (so disadvantage on attacks and advantage made against it, not to mention speed 0 and disadvantage on DEX saves), not just "grappled" or something. Fail the save, and not [I]only[/I] is the creature restrained, but it also takes MORE fire damage each round it is restrained! Also, the repeated save is at the end of the target's turn, so it's turn starts (fire damage), it attacks (disadvantage), and then it gets to save...? Ah, no. Oh, let's give yet [I]another way[/I] to give a character darkvision! :rolleyes: And why 120 feet? Stone Giants themselves are only 60 feet. Sigh... Wisdom saves (often worse than Strength saves in tier 1) and charmed. Ok, charmed? Why charmed? They are STONE GIANTS, what do they have to do with charm??? Letting that go, it isn't just [I]normal charm[/I], of course not, it is speed 0 (so no movement) and INCAPACITATED! (even worse than restrained--the creature can't even do anything!) And once again repeated at the end of the turn. Not when the creature takes any damage, but at the end. [B]THAT is a LOT of features, power, options, whatever for a single subclass tier at 3rd level![/B] [I]Show me how all of that really compares to Champion (crit on 19), Battlemaster (some maneuvers), or any of the subclasses in Xanathar's?[/I] Now, let's move on to 7th Level: Advantage [I]and[/I] resistance to poison. Nice, not OP or anything, so ok. Resistance to (even magical!) BPS damage for 10 rounds (so... 99% of the time, the whole battle). This just about doubles the PC's effective HP for the fight generally. Sure, there are many creatures and attacks which do non-BPS damage, but there are many more which do. And again, short rest recovery (which is good except how strong it is...). Most tier 2 features are [I]meh[/I] at best for many subclasses, but here you get [I]another[/I] kick-ass rune not to mention Runic Shield. Forcing a creature to reroll after the hit (so you get to choose when to use it, and with a great range of 60 feet!) is pretty powerful, not to mention you get to use it 3 times (to begin with). So, not a "short rest" feature, but when you get multiple uses per long rest, in effect it is just as good and as your proficiency bonus improves, only gets better. So, for 7th Level, instead of a [I]meh[/I] feature, you get TWO very strong features. All told, this is OP. It is well beyond anything fighter subclasses get in the PHB or Xanathar's. When the player wanted to use it I just skimmed it so decided why not. Having seen how devastating (yes, devastating) the Fire and Stone runes can be if a creature fails more than one save (since battles rarely go beyond 3-4 rounds), it is totally OP when lumped together. [I]Is it crazy given how I've shown how powerful this subclass is?[/I] No, not crazy at all IMO. Maybe you don't think this is incredibly powerful compared to most (if not all PHB and Xanatha's anyway) fighter subclasses?? But at the very least I hope you can see why I find it too strong. So, instead of bothering to nerf the heck out of it, it is easier to just bane it for now. If a player really wants to use this again someday (I have no issue with the concept!) I'll revisit it maybe. Sure, but CR sucks IMO and 90%+ of all 3PP stuff, etc. is not balanced (at all) and so I don't even bother with it. [/QUOTE]
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