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*Dungeons & Dragons
The Delver, a professional adventurer [new base class, PEACH]
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<blockquote data-quote="CuRoi" data-source="post: 5430686" data-attributes="member: 98032"><p>I'm not sure about the sneak attack - I suppose it fits, and I don't think what you added is overpowered...I just keep getting that "so why play a rogue?" vibe again. </p><p> </p><p>IMO, the Fort Save fits more than Will, but thats just thematic.</p><p> </p><p>I don't see domains being a problem per se. Its an interesting blend. I agree with Sekhmet about limiting which domains they should have access to. So far the Delver does seem to focus on Luck, Travel, Knowledge, Healing, Protection, Trickery etc. I don't see any case really for the aligned domains (Law, Good, etc.); Elemental planes also seem a bit out of place, Death not very fitting either. Strength and War are also a bit odd...</p><p> </p><p>Turning Undead - I can see it. The Delver has maybe pciked up a few tricks for fending off undead. He's the guy that carries Garlic and Holy Water cause he learned somewhere they come in handy, but not necessarily the guy that calls on a deity to destroy undead creatures with holy power. </p><p> </p><p>I still like the concept, so don't take this the wrong way, but to me it seems the more "plug and play" pieces you add the less focused and interesting it gets. I mean, if one of my players came to me and said "I want to play this", I would have to seriously consider saying "Have you considered multiclassing?" </p><p> </p><p>Not that I'd shoot the idea down - again I like it overall, it just seems to be turning into a build-a-class sort of idea which probably wouldn't work with my campaign (though I've often considered running a game where -everyone- does that.)</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5430686, member: 98032"] I'm not sure about the sneak attack - I suppose it fits, and I don't think what you added is overpowered...I just keep getting that "so why play a rogue?" vibe again. IMO, the Fort Save fits more than Will, but thats just thematic. I don't see domains being a problem per se. Its an interesting blend. I agree with Sekhmet about limiting which domains they should have access to. So far the Delver does seem to focus on Luck, Travel, Knowledge, Healing, Protection, Trickery etc. I don't see any case really for the aligned domains (Law, Good, etc.); Elemental planes also seem a bit out of place, Death not very fitting either. Strength and War are also a bit odd... Turning Undead - I can see it. The Delver has maybe pciked up a few tricks for fending off undead. He's the guy that carries Garlic and Holy Water cause he learned somewhere they come in handy, but not necessarily the guy that calls on a deity to destroy undead creatures with holy power. I still like the concept, so don't take this the wrong way, but to me it seems the more "plug and play" pieces you add the less focused and interesting it gets. I mean, if one of my players came to me and said "I want to play this", I would have to seriously consider saying "Have you considered multiclassing?" Not that I'd shoot the idea down - again I like it overall, it just seems to be turning into a build-a-class sort of idea which probably wouldn't work with my campaign (though I've often considered running a game where -everyone- does that.) [/QUOTE]
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