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<blockquote data-quote="ezo" data-source="post: 9535276" data-attributes="member: 7037866"><p>Frankly, that is an awful "joke" and pretty lame IMO.</p><p></p><p></p><p>I disagree. Many creatures are worth using these abilities on without legendary resistances. So far, I have only had one foe (an adult black dragon) out of the 100+ foes with legendary resistance in these 1st to 7th levels. The second is coming up soon, however.</p><p></p><p>A failed save means, for at least one round, the foe does nothing practically, leaving the party free to inflict whatever havoc they wish. And sometimes it was focused fire which lead to the target's defeat without hardly a fight. People complain about high level magic (or even lower levels sometimes) completely dominating an encounter, and these runes have done the same. But they aren't being cast as spells, have no concentration, etc. as you note.</p><p></p><p>I'll add that the fire rune requires no additional action and stone is a reaction, so easy enough although it will compete possibly with runic shield at 7th and after.</p><p></p><p>Comparing them to spells is apples to oranges to me. I am comparing them to subclass features of other FIGHTERS. Now, an Eldritch Knight could have <em>hold person</em> at 8th level, but then as you say, no action to cast nor concentration.</p><p></p><p></p><p>A useless comparison IMO since Warlocks aren't Fighters nor fighter subclasses.</p><p></p><p></p><p>You're confusing relative power versus "all the candy" of the Rune Knight.</p><p></p><p>Diviner 7th: (3 things, and 5 by the end)</p><ol> <li data-xf-list-type="ol">Divination Savant (fairly useless in most games and often forgotten)</li> <li data-xf-list-type="ol">Portent (the "cool" but very limited--just two dice-feature)</li> <li data-xf-list-type="ol">Expert Divination (niche and semi-useful at best IME)</li> </ol><p></p><p>Totem Barbarian 7th: (just 3 things, only 5 by the end also)</p><ol> <li data-xf-list-type="ol">Spirit Seeker (<em>meh</em> but useful on occasion)</li> <li data-xf-list-type="ol">Totem Spirit (who <em>doesn't</em> take Bear... very powerful, certainly!)</li> <li data-xf-list-type="ol">Aspect of the Beast (slightly better than <em>meh</em>, can be useful)</li> </ol><p></p><p>VS.</p><p></p><p>Rune Knight 7th: (<em><strong>twice as many</strong> as either of those you cite with 6 things, and 11 by the end!!!</em>)</p><ol> <li data-xf-list-type="ol">Two proficiencies (<em>meh</em> and niche, but can be useful)</li> <li data-xf-list-type="ol">First rune (all powerful and useful)</li> <li data-xf-list-type="ol">Second rune</li> <li data-xf-list-type="ol">Giant's Might (very strong)</li> <li data-xf-list-type="ol">Runic Shield (also very strong... oh, that was a natural 20? roll it again please...)</li> <li data-xf-list-type="ol">Third rune</li> </ol><p>This is what I mean. "More candy" and better tasting over all. Sure, Portent and Bear Totem are stellar, no doubt, but Rune Knight has several great, multifacet features in the same span.</p><p></p><p>It is OP for me so banned (as is anyway) in future games.</p><p></p><p></p><p>Sure, and as I said upthread I have no issue with the concept of Rune Knight... just the design of it.</p><p></p><p>Anyway, this is derailing the thread enough so I'm bowing out of this part of the topic.</p></blockquote><p></p>
[QUOTE="ezo, post: 9535276, member: 7037866"] Frankly, that is an awful "joke" and pretty lame IMO. I disagree. Many creatures are worth using these abilities on without legendary resistances. So far, I have only had one foe (an adult black dragon) out of the 100+ foes with legendary resistance in these 1st to 7th levels. The second is coming up soon, however. A failed save means, for at least one round, the foe does nothing practically, leaving the party free to inflict whatever havoc they wish. And sometimes it was focused fire which lead to the target's defeat without hardly a fight. People complain about high level magic (or even lower levels sometimes) completely dominating an encounter, and these runes have done the same. But they aren't being cast as spells, have no concentration, etc. as you note. I'll add that the fire rune requires no additional action and stone is a reaction, so easy enough although it will compete possibly with runic shield at 7th and after. Comparing them to spells is apples to oranges to me. I am comparing them to subclass features of other FIGHTERS. Now, an Eldritch Knight could have [I]hold person[/I] at 8th level, but then as you say, no action to cast nor concentration. A useless comparison IMO since Warlocks aren't Fighters nor fighter subclasses. You're confusing relative power versus "all the candy" of the Rune Knight. Diviner 7th: (3 things, and 5 by the end) [LIST=1] [*]Divination Savant (fairly useless in most games and often forgotten) [*]Portent (the "cool" but very limited--just two dice-feature) [*]Expert Divination (niche and semi-useful at best IME) [/LIST] Totem Barbarian 7th: (just 3 things, only 5 by the end also) [LIST=1] [*]Spirit Seeker ([I]meh[/I] but useful on occasion) [*]Totem Spirit (who [I]doesn't[/I] take Bear... very powerful, certainly!) [*]Aspect of the Beast (slightly better than [I]meh[/I], can be useful) [/LIST] VS. Rune Knight 7th: ([I][B]twice as many[/B] as either of those you cite with 6 things, and 11 by the end!!![/I]) [LIST=1] [*]Two proficiencies ([I]meh[/I] and niche, but can be useful) [*]First rune (all powerful and useful) [*]Second rune [*]Giant's Might (very strong) [*]Runic Shield (also very strong... oh, that was a natural 20? roll it again please...) [*]Third rune [/LIST] This is what I mean. "More candy" and better tasting over all. Sure, Portent and Bear Totem are stellar, no doubt, but Rune Knight has several great, multifacet features in the same span. It is OP for me so banned (as is anyway) in future games. Sure, and as I said upthread I have no issue with the concept of Rune Knight... just the design of it. Anyway, this is derailing the thread enough so I'm bowing out of this part of the topic. [/QUOTE]
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