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*Dungeons & Dragons
Survivor Capstones- BARBARIAN WINS!
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<blockquote data-quote="ClaytonCross" data-source="post: 7268113" data-attributes="member: 6880599"><p>Your not wrong but my statement was not worded precise enough for my intent. What I really meant was that you don't have to expend resources for them to be useful. So the 8 are always ready on stand bye until you need them. Where the Warlocks/Bard/Sorcerer/Monk abilities are useless if you fight once in a day and get a long rest between each fight. My GM rarely does more than a fight a day, so these abilities will almost never be useable. </p><p></p><p>Paladin/Wizard/Rogues/Cleric abilities may not be usable during recharge/cool down but that is because you already USED them. I don't mind that since its just a control for an ability worth using not a restriction the prevents if from being used to begin with. The one use specific ability of the rogue drops it down to ...meh... to me. I would cross class something else for flavor and take the luck feat.</p><p></p><p>The fighter/Ranger are defiantly less useful than the Barbarian since barbarian's is actually useful out of combat, I just find Barbarians breaking the 20 cap not a very interesting way to expand them. It is very useful to barbarians and I would say it's the 5th best from the optimizer/heroic stand point. I just look at it and think why couldn't a trained fighter be strong and tough too? Doesn't seem very class specific ... so I slide it to the TOP of the ...meh... category. </p><p></p><p>... and Druids which would be the best capstone but I actually feel it being completely unlimited and used for "potentially infinite HP" diminishes it to 3rd. If they would change it to 6 per short rest instead of unlimited it would still be awesome and I think the best capstone without being just strait broken. (Pick 6 because that allows elemental forms 3 times in one battle which allows players to change out of an elemental form to a different one and back so that they are not afraid to leave an optimal form to change and do something cool, because they can go back to optimal. ANY more than that gets dumb because you want to keep the number of T-rex forms minimum as possible without making the player feel like they are still trapped into a single form, namely elemental since they require 2 uses.)</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7268113, member: 6880599"] Your not wrong but my statement was not worded precise enough for my intent. What I really meant was that you don't have to expend resources for them to be useful. So the 8 are always ready on stand bye until you need them. Where the Warlocks/Bard/Sorcerer/Monk abilities are useless if you fight once in a day and get a long rest between each fight. My GM rarely does more than a fight a day, so these abilities will almost never be useable. Paladin/Wizard/Rogues/Cleric abilities may not be usable during recharge/cool down but that is because you already USED them. I don't mind that since its just a control for an ability worth using not a restriction the prevents if from being used to begin with. The one use specific ability of the rogue drops it down to ...meh... to me. I would cross class something else for flavor and take the luck feat. The fighter/Ranger are defiantly less useful than the Barbarian since barbarian's is actually useful out of combat, I just find Barbarians breaking the 20 cap not a very interesting way to expand them. It is very useful to barbarians and I would say it's the 5th best from the optimizer/heroic stand point. I just look at it and think why couldn't a trained fighter be strong and tough too? Doesn't seem very class specific ... so I slide it to the TOP of the ...meh... category. ... and Druids which would be the best capstone but I actually feel it being completely unlimited and used for "potentially infinite HP" diminishes it to 3rd. If they would change it to 6 per short rest instead of unlimited it would still be awesome and I think the best capstone without being just strait broken. (Pick 6 because that allows elemental forms 3 times in one battle which allows players to change out of an elemental form to a different one and back so that they are not afraid to leave an optimal form to change and do something cool, because they can go back to optimal. ANY more than that gets dumb because you want to keep the number of T-rex forms minimum as possible without making the player feel like they are still trapped into a single form, namely elemental since they require 2 uses.) [/QUOTE]
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