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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Regarding converting O5E third party and homebrew classes to A5E
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<blockquote data-quote="SongOfSisyphus" data-source="post: 8955858" data-attributes="member: 7040588"><p>Thanks. I've been thinking about some of the stuff I added to the Magus actually and upon reflection, past me has been kind of silly. For instance, I was giving it arcane defenses before the wizard gets it, and I accidentally opened up an exploit for multiclass characters by trying to do something clever with the magus-specific resource. So, given the notion that the Magus seems a little bit overtuned, it makes sense to get rid of Arcane Defenses entirely (because potential resistance on spell damage is a big deal), and I'm going to have to introduce a sort of awkward multiclassing rule to eliminate the exploit: 1) the feature that allows magus to cast combat maneuvers from magus points can only work if the magus has a magus level equal to or greater than the size of their maneuver pool + 1, and 2) If a magus multiclasses into a class that grants a maneuver pool, their maneuver pool increases from 0 by 1 for each level of a class that grants a maneuver pool, up to the level their maneuver pool would max out if they were any other class and multiclassed into that class. (I might have to clamp down further and specify that the sum of the levels of classes that grant maneuver pools must be equal to half your magus level -1 for you to be able to convert arcana points, in order to stop the dreaded 1-level dip.)</p><p></p><p>But yeah, after I iron out these initial hiccups I'm all for accepting suggestions on class balance so that everything plays nicely and within the same general powerlevel as every other class. Avoiding changing the underlying content was mainly out of a lack of confidence in my own tinkering skills when it comes to game balance as I've not got a great deal of proven 5e homebrew under my belt thus far, so figured that giving a full document with minimal changes would at the very least serve as a good starting point and springing-off board.</p><p></p><p>One particular bit of creative license I remember pulling with the Bloodrager was making sure the only damaging cantrips it got were weapon cantrips and Lightning Lure (because I feel that Lightning Lure is not utilised as much, and would be terrifying to have a Bloodrager use that on you)</p><p></p><p>Edit: Also I just got my copy of the Annual GPG 2022, so expect to see Arcane Knight tradition stapled onto a few classes where it would make sense.</p></blockquote><p></p>
[QUOTE="SongOfSisyphus, post: 8955858, member: 7040588"] Thanks. I've been thinking about some of the stuff I added to the Magus actually and upon reflection, past me has been kind of silly. For instance, I was giving it arcane defenses before the wizard gets it, and I accidentally opened up an exploit for multiclass characters by trying to do something clever with the magus-specific resource. So, given the notion that the Magus seems a little bit overtuned, it makes sense to get rid of Arcane Defenses entirely (because potential resistance on spell damage is a big deal), and I'm going to have to introduce a sort of awkward multiclassing rule to eliminate the exploit: 1) the feature that allows magus to cast combat maneuvers from magus points can only work if the magus has a magus level equal to or greater than the size of their maneuver pool + 1, and 2) If a magus multiclasses into a class that grants a maneuver pool, their maneuver pool increases from 0 by 1 for each level of a class that grants a maneuver pool, up to the level their maneuver pool would max out if they were any other class and multiclassed into that class. (I might have to clamp down further and specify that the sum of the levels of classes that grant maneuver pools must be equal to half your magus level -1 for you to be able to convert arcana points, in order to stop the dreaded 1-level dip.) But yeah, after I iron out these initial hiccups I'm all for accepting suggestions on class balance so that everything plays nicely and within the same general powerlevel as every other class. Avoiding changing the underlying content was mainly out of a lack of confidence in my own tinkering skills when it comes to game balance as I've not got a great deal of proven 5e homebrew under my belt thus far, so figured that giving a full document with minimal changes would at the very least serve as a good starting point and springing-off board. One particular bit of creative license I remember pulling with the Bloodrager was making sure the only damaging cantrips it got were weapon cantrips and Lightning Lure (because I feel that Lightning Lure is not utilised as much, and would be terrifying to have a Bloodrager use that on you) Edit: Also I just got my copy of the Annual GPG 2022, so expect to see Arcane Knight tradition stapled onto a few classes where it would make sense. [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Regarding converting O5E third party and homebrew classes to A5E
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