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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="WanderingMystic" data-source="post: 8955940" data-attributes="member: 69157"><p>So looking at the Magus things that I would change or modify.</p><p></p><p>1: Do away with arcana points , first the number they have feels like to much compared to what other classes can do. Second that is another resource to track. (Ep already is used for mystical effects by the adept so there is no reason to have a second resource.)</p><p></p><p>2: Instead of treating them like the herald with no exertion just start them off with exertion points at 2nd level. Just like an adept let them use there exertion points to fuel anything you had them spending ap for. Still allow them to trade spell slots for ep at a 1-2 ratio. (Using ep for what you were wanting AP for in addition to maneuvers removes the worry you had over them being able to double dip by getting ep form other sources.)</p><p></p><p>3: Like the Adept give them bonus ep at higher levels but try to make sure that they don't get more than the adept remember you can already sacrifice spell slots for them. (You should be looking for at most 20 by level 20 so an extra 8 above what you would normally get. This is just my opinion from a balance perspective but with the spell slot possibilities they can get alot)</p><p></p><p>4: Spell strike is very powerful, in fact it is far to powerful for a 1st level ability so I would limit it to only being Magus spells (so that if you multi class it doesn't help as much) and proficiency bonus times per short rest.</p><p></p><p>Right now they have more options than a herald or an adept and also more power than one. The more options is fine and very thematic so just work on lowering their over all power level so that they are not the automatic go to choice.</p></blockquote><p></p>
[QUOTE="WanderingMystic, post: 8955940, member: 69157"] So looking at the Magus things that I would change or modify. 1: Do away with arcana points , first the number they have feels like to much compared to what other classes can do. Second that is another resource to track. (Ep already is used for mystical effects by the adept so there is no reason to have a second resource.) 2: Instead of treating them like the herald with no exertion just start them off with exertion points at 2nd level. Just like an adept let them use there exertion points to fuel anything you had them spending ap for. Still allow them to trade spell slots for ep at a 1-2 ratio. (Using ep for what you were wanting AP for in addition to maneuvers removes the worry you had over them being able to double dip by getting ep form other sources.) 3: Like the Adept give them bonus ep at higher levels but try to make sure that they don't get more than the adept remember you can already sacrifice spell slots for them. (You should be looking for at most 20 by level 20 so an extra 8 above what you would normally get. This is just my opinion from a balance perspective but with the spell slot possibilities they can get alot) 4: Spell strike is very powerful, in fact it is far to powerful for a 1st level ability so I would limit it to only being Magus spells (so that if you multi class it doesn't help as much) and proficiency bonus times per short rest. Right now they have more options than a herald or an adept and also more power than one. The more options is fine and very thematic so just work on lowering their over all power level so that they are not the automatic go to choice. [/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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