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General Tabletop Discussion
*Dungeons & Dragons
SCAG Crunch - Let's discuss inconsistencies and balance
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<blockquote data-quote="abirdcall" data-source="post: 6751687" data-attributes="member: 6748898"><p>Now that the SCAG is officially out I would like to hear what people think of specific bits of the crunch. </p><p></p><p>Overall I quite like the ideas. With that said, let's look at how things are balanced, how they are worded, and how they fit into the rest of the game as a whole.</p><p></p><p>There are a few things I would like to talk about and would like to hear what has popped out to others as potentially troublesome or flawed. I don't think they each deserve their own thread though as they can be fairly minor.</p><p></p><p>I will start with a few that have popped out at me:</p><p></p><p>Half-Elf Variants - </p><p></p><p>Giving up 2 skills to gain perception is quite an oversight and the sort of thing that I am looking for in this thread. It doesn't require much discussion as it is clearly bad. The weapon proficiencies are fairly silly as well. </p><p></p><p>Beyond that splitting up the Wood Elf into its parts yet keeping the cantrip and the more powerful Drow Magic is a bit strange.</p><p></p><p>I have always felt that base half-elves are a bit overpowered. I am planning to houserule them to +2 Cha / +1 other stat, 1 skill, and 1 ability chosen from this list but if Drow Magic is chosen it is more limited.</p><p></p><p>Purple Dragon Knight - </p><p></p><p>I already made a thread about this, but still looking for more input.</p><p></p><p>I quite like the idea behind it but feel that its signature 3rd level ability is not quite good enough. This is not an error in the book or anything, it just feels lacking.</p><p></p><p>I think I am going to try keying the amount of people affected by the healing to be Cha bonus but allow it to work on allies that have been reduced to 0 HP. </p><p></p><p>Way of the Long Death -</p><p></p><p>6th level frighten ability is not written like other fear abilities such as frightful presence. It affects your allies which is strange and you can keep using it even if the creature successfully saved against it. I plan on changing both of those aspects.</p><p></p><p>1 ki to stay at 1 hp seems quite strong. It will be a while until our group hits 11th level, I am willing to try it out but may increase the cost to 2 Ki per use.</p><p></p><p></p><p></p><p>What are your thoughts? Anything else that we should be aware of that are weirdly written and don't quite fit the rest of the game? Or maybe recommend some slight balance tweaks?</p></blockquote><p></p>
[QUOTE="abirdcall, post: 6751687, member: 6748898"] Now that the SCAG is officially out I would like to hear what people think of specific bits of the crunch. Overall I quite like the ideas. With that said, let's look at how things are balanced, how they are worded, and how they fit into the rest of the game as a whole. There are a few things I would like to talk about and would like to hear what has popped out to others as potentially troublesome or flawed. I don't think they each deserve their own thread though as they can be fairly minor. I will start with a few that have popped out at me: Half-Elf Variants - Giving up 2 skills to gain perception is quite an oversight and the sort of thing that I am looking for in this thread. It doesn't require much discussion as it is clearly bad. The weapon proficiencies are fairly silly as well. Beyond that splitting up the Wood Elf into its parts yet keeping the cantrip and the more powerful Drow Magic is a bit strange. I have always felt that base half-elves are a bit overpowered. I am planning to houserule them to +2 Cha / +1 other stat, 1 skill, and 1 ability chosen from this list but if Drow Magic is chosen it is more limited. Purple Dragon Knight - I already made a thread about this, but still looking for more input. I quite like the idea behind it but feel that its signature 3rd level ability is not quite good enough. This is not an error in the book or anything, it just feels lacking. I think I am going to try keying the amount of people affected by the healing to be Cha bonus but allow it to work on allies that have been reduced to 0 HP. Way of the Long Death - 6th level frighten ability is not written like other fear abilities such as frightful presence. It affects your allies which is strange and you can keep using it even if the creature successfully saved against it. I plan on changing both of those aspects. 1 ki to stay at 1 hp seems quite strong. It will be a while until our group hits 11th level, I am willing to try it out but may increase the cost to 2 Ki per use. What are your thoughts? Anything else that we should be aware of that are weirdly written and don't quite fit the rest of the game? Or maybe recommend some slight balance tweaks? [/QUOTE]
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