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The "Faster Features" Variant (+)
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<blockquote data-quote="NotAYakk" data-source="post: 8111053" data-attributes="member: 72555"><p>So this is standard D&D with 1/2 HD progression, 1/2 proficiency progression, 1/2 ASI progression, 1/2 spellcasting progression, 1/2 ki points, 1/2 sneak attack dice., 1/2 rage and rage damage progression, and 2x advancement.</p><p></p><p>Then nerf extra attack(2/3) and do some minor tweaks.</p><p></p><p>That would require fewer changes than what you did, and highlights what you left advancing slowly.</p><p></p><p>---</p><p></p><p>Winners include non-spellcasters, and builds whose non-spellcasting subclasses features are a significant source of power.</p><p></p><p>---</p><p></p><p>Let's look at "killer archer" MC build. Gloom 3 Assassin 3 Fighter (BM) 5. Level 11, alpha-strikes for 6 auto-crit attacks.</p><p></p><p>In your system, we have Gloom 2 Assassin 2 BM 3 (level 7) with basically the same effect. You lose 1 spellcasting level progression and some ASIs.</p><p></p><p>BM 3/Bear 2/Gloom 2 is another good build here. 6 attack action surge to open fights, resist all damage, invisible in darkness to darkvision, BM maneuver dice for spice and an ASI, rage and reckless attack.</p><p></p><p>You have most of the offence of a level 11 core rules PC and you are level 7.</p><p></p><p>---</p><p></p><p>Based on what you made (relatively) worse, build suggestions is to avoid:</p><p>1) Past level 3 Fighter. Just don't; it is all hot garbage. (in core 5e, past level 5 fighter is because of level 11 extra attack(3), here it is so far away you should just dip for better).</p><p>2) More than 1-2 levels of Rogue. Your main class feature is turned to crap at 1/2 comparable advancement.</p><p>3) Monks. You have no Ki. Ki is your life.</p><p>4) Be cautious of spellcasters, especially partial casters. Don't expect to do damage as a spellcaster, you'll suck at it.</p><p></p><p>Rages/day aren't big, and rage damage is small compared to reckless attack.</p><p></p><p>"3 level" remain strong; a 2 level dip does what a 3 level dip used to do pretty much (except spell slots).</p><p></p><p>The key level for martial characters is 3 where you get extra attack. Don't MC two level 3+ martial characters. At level 3, martial characters are going to be beasts, way outdamaging anyone else with raw smacks to the point of making combat trivial.</p><p></p><p>---</p><p></p><p>Not sure if Hexadin still works. Paladin 1 gives you smite, Paladin 3 would get you extra attack, then hex 2 gives you great weapon-on-cha. But you really lack smite fuel.</p><p></p><p>With ASI shortage, 2 H weapons are less tempting. Paladin 1/Hex 1/Sorc X might have enough smite fuel if your game has short adventuring days.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8111053, member: 72555"] So this is standard D&D with 1/2 HD progression, 1/2 proficiency progression, 1/2 ASI progression, 1/2 spellcasting progression, 1/2 ki points, 1/2 sneak attack dice., 1/2 rage and rage damage progression, and 2x advancement. Then nerf extra attack(2/3) and do some minor tweaks. That would require fewer changes than what you did, and highlights what you left advancing slowly. --- Winners include non-spellcasters, and builds whose non-spellcasting subclasses features are a significant source of power. --- Let's look at "killer archer" MC build. Gloom 3 Assassin 3 Fighter (BM) 5. Level 11, alpha-strikes for 6 auto-crit attacks. In your system, we have Gloom 2 Assassin 2 BM 3 (level 7) with basically the same effect. You lose 1 spellcasting level progression and some ASIs. BM 3/Bear 2/Gloom 2 is another good build here. 6 attack action surge to open fights, resist all damage, invisible in darkness to darkvision, BM maneuver dice for spice and an ASI, rage and reckless attack. You have most of the offence of a level 11 core rules PC and you are level 7. --- Based on what you made (relatively) worse, build suggestions is to avoid: 1) Past level 3 Fighter. Just don't; it is all hot garbage. (in core 5e, past level 5 fighter is because of level 11 extra attack(3), here it is so far away you should just dip for better). 2) More than 1-2 levels of Rogue. Your main class feature is turned to crap at 1/2 comparable advancement. 3) Monks. You have no Ki. Ki is your life. 4) Be cautious of spellcasters, especially partial casters. Don't expect to do damage as a spellcaster, you'll suck at it. Rages/day aren't big, and rage damage is small compared to reckless attack. "3 level" remain strong; a 2 level dip does what a 3 level dip used to do pretty much (except spell slots). The key level for martial characters is 3 where you get extra attack. Don't MC two level 3+ martial characters. At level 3, martial characters are going to be beasts, way outdamaging anyone else with raw smacks to the point of making combat trivial. --- Not sure if Hexadin still works. Paladin 1 gives you smite, Paladin 3 would get you extra attack, then hex 2 gives you great weapon-on-cha. But you really lack smite fuel. With ASI shortage, 2 H weapons are less tempting. Paladin 1/Hex 1/Sorc X might have enough smite fuel if your game has short adventuring days. [/QUOTE]
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