@Laurefindel : keeping the progression similar for levels 1-5 might be okay, but then trying to jam everything from levels 6-20 (sans ASIs) into the next 5 levels would be a nightmare. You might prefer the L15 concept (remove the ASIs from the tables and shift everything down) in which levels 1-5 would have the features for levels 1-6 as they currently stand. Post #16 shows the Barbarian table as an example.
@Jediking:
Barbarian. They will have more rage potential as it is, and keep the "other numbers" in line with the current PHB has been my intent as much as possible. Currently, rage bonus damage caps at +4, and I haven't seen any evidence it needs a boost IMO.
Fighter. Yes, the AC/Saves bonus will need to be tested. Off-hand, I don't
think +3 at the end will be too much, but we'll see. I added the feature because Fighters are the
only class that has nothing "extra" to progress beyond level 10, otherwise. That was also the reason I moved Extra Attack (3), I felt it was too strong at level 10 and fit better at level 15. I considered a simple weapon damage bonus, but it is too close to the rage of barbarians and I wanted something different for Fighter.
Paladin. Sure, you could change it. We just mirrored Cleric progression for Paladin and Druid progression for Ranger--it made sense and is a current house-rule we've used for several months.
Sorcerers. Yep, I am looking for too powerful combos for the combined metamagics as well. I hesitate to give Sorcerers
even more knowns spells (we bumped it to 18 from 15 already) because sorcerers are about using the few spells they have in cool ways, i.e. metamagic, not about knowing a ton of spells IMO.
Warlock. Sigh... yeah, we strained for Unstoppable Caster (it was a thought for Wizard at first), but they have two gaps (6 and 9) that needed
something. Most of the other things seemed too OP so we rejected them. I am totally open to thoughts on other things that might fit warlocks better.
Wizard. We
had a version of magic resistance but seemed too strong. Maybe I could limit it to so many uses and increase the uses? The idea was you gained advantage on saves and saved for no damage, not half, if the spell/effect deals damage. I know it is still "combat" oriented, and so I was never totally stoked on the idea. I shied away from a skill proficiency because other than filling in gaps in the level 1-10 features, I am trying
not to give more features. The classes are (for the most part) strong enough--I'm not sure they need anything more--I just want them to get it sooner so players can actually enjoy it more.
I appreciate your in-depth thoughts.
@Umbran and
@Zaukrie :
Respectfully, I disagree. Wizards are just as strong (stronger really) than the current PHB version, just like most of the other classes. Getting Spell Mastery and Signiture Spell is their cap stones and they get them at levels 9/10 just like everyone else. Although Resilient Caster is combat-oriented, a second use of Arcane Recovery can be very strong IMO.
BUT... I had an idea a long time ago and we used it for a while, and
maybe I could add it for Wizards only:
Spell Recovery (6th level-- Draft)
You can use your action to attempt to recover a spell you just cast. If you cast a spell on the prior round and use this feature on the current round, you can make a spellcasting check against a DC equal to 10 + the spell slot level of the spell you just cast. If you succeed, your regain the spell slot. Once you use this feature, you cannot use it again until you finish a long rest. At 11th level you can use this feature twice, and at 14th level you can use this feature three times before requiring a long rest to regain expended uses.
Or something along those lines...
shrug
@Stalker0
#1) Maybe, I know Relentless Rage is really strong, but at level 6 you aren't likely to make the higher DC checks so I don't see it as much of an issue. I'll keep it in mind for the play-test--maybe you're correct?
#2) Hmm... you probably are correct about Archdruid. I thought instead about keeping the wildshape uses the same, but having Archdruid have the ability to change form from one wild shape to the next, with the caveat that you can never increase your HP in the next form--it either decreases or remains the same.
Ex. You begin as a Saber-Toothed Tiger for a battle, and manage to only lose a couple HP so instead of 52 you have 49. You come up to a river you need to swim across so change into a Hunter Shark. Because the max HP of a hunter shark is 42, your HP drop to 45.
In other words, as long as you don't come out of your wild shape, you can change forms for "free"--it all counts as one use. If you are forced out via damage or choose to come out, that use is over.
I
could add a column to grand more uses as well, but I sort of like the idea above. What do you think?
#3) Limiting Fighter to once per Initiaitve (twice per short rest) would be fine. I'll discuss it with the others Sunday.
#4) That is an excellent point on monks! I hadn't thought about the Astral Projection... Over all, however, it costs
8 ki and the monk only affects himself. I don't think it is too OP with those restrictions. Do you really feel with the cost and restriction it is too much?
#5) That is a good point. I will suggest swapping them around since the improvement only extends the range (useful certainly), which is less impactful in the long term than extra damage per hit.
#6) It's a house-rule we've been using for a
long time. No one here objects, but if others adopted the FF-variant they could drop it and play as normal instead. No harm.
#8) I could drag Spell Mastery out a bit into the higher levels maybe. I don't see it as being too strong, but play-testing should help decide it.
#9) Given how others have had similar comments, it is a top concern for play-testing. If it turns out too strong, which it likely could, we'll shift things around.
#10) as #9.
Thanks for your thoughtful input.
@NotAYakk : I'll suggest your alternatives and see what feedback the group has. Thanks!