Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The "Faster Features" Variant (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 8111782" data-attributes="member: 5889"><p>So of course when I first read this I was like "oh no way that will be too OP", but having looked over the charts, its not nearly as bad as I thought, and actually looks quite promising (not compressing the spell levels greatly reduces the overall change to gameplay).</p><p></p><p></p><p>Here are my thoughts having read over the classes. While some things you'll shake out in playtesting I think there are a few things off the bat that stick out that can be addressed.</p><p></p><p>1) Barbarian: I would swap Persistant and Relentless Rage (relentless is a major increase in resiliency, too much for 6th level).</p><p></p><p>I would also consider dropping the 3 dice brutal crit, that is bringing a lot of extra damage to the party.</p><p></p><p>2) Druid: Archdruid as written is 100% broken. Its manageable at 20th level because of all of the other crazy stuff at that level, but its not savable at 10th. You could maybe do something like double the number of wildshapes available.</p><p></p><p>3) Fighter: Action Surge with 2 uses unchecked gives the fighter too much nova power. A simple fix, is to only allow 1 use per encounter. So it lets the fighter surge more often per day, but not in a single fight.</p><p></p><p>4) Monk: For Empty Body, you may want to allow the invisibility but not the astral projection. Going with your spell notion (ie not wanting to add high level spell "shenanigans"), that prevents the plane shifting ability.</p><p></p><p>I do think you can likely increase the monk's damage table, all of the other fighting classes are getting a solid increase, the monk could use some love their as well.</p><p></p><p>5) Paladin: I would swap aura improvements and improved divine smite. IDS is a large damage enhancer, worthy of a bit later in the progression. Aura Improvement is nice but it only changes frequency not power.</p><p></p><p>6) Rogue: Considering what all of the other fighting classes are getting, I really don't think evasion is OP.</p><p></p><p>7) Sorceror: My group has been using the "improved metamagic" ability for several campaigns, never had a single issue with it.</p><p></p><p>8) Wizard: Spell Mastery may be a little over the top for 10th, perhaps make it only 1st level at will. That is still really good, but shifts the curb just a bit.</p><p></p><p>9) General: I would put all the Extra attacks on the fighting classes back to 5th. This is the most important damage increase in the progression. At 3rd that really shakes up the CR calculation. It also shifts the needle towards fighters too much at the low levels where they are already quite good.</p><p></p><p>10) You may want to consider removing the last of the subclass powers from each class, unless you just want to handle subclasses on a case by case basis. Some of them give some "high level" type powers that are not immediately apparent until you start going through them. Example: Dragon Sorcerer's "always fly". Knocking out the highest level of the subclass powers could take out a lot of potential abuses in a single stroke.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8111782, member: 5889"] So of course when I first read this I was like "oh no way that will be too OP", but having looked over the charts, its not nearly as bad as I thought, and actually looks quite promising (not compressing the spell levels greatly reduces the overall change to gameplay). Here are my thoughts having read over the classes. While some things you'll shake out in playtesting I think there are a few things off the bat that stick out that can be addressed. 1) Barbarian: I would swap Persistant and Relentless Rage (relentless is a major increase in resiliency, too much for 6th level). I would also consider dropping the 3 dice brutal crit, that is bringing a lot of extra damage to the party. 2) Druid: Archdruid as written is 100% broken. Its manageable at 20th level because of all of the other crazy stuff at that level, but its not savable at 10th. You could maybe do something like double the number of wildshapes available. 3) Fighter: Action Surge with 2 uses unchecked gives the fighter too much nova power. A simple fix, is to only allow 1 use per encounter. So it lets the fighter surge more often per day, but not in a single fight. 4) Monk: For Empty Body, you may want to allow the invisibility but not the astral projection. Going with your spell notion (ie not wanting to add high level spell "shenanigans"), that prevents the plane shifting ability. I do think you can likely increase the monk's damage table, all of the other fighting classes are getting a solid increase, the monk could use some love their as well. 5) Paladin: I would swap aura improvements and improved divine smite. IDS is a large damage enhancer, worthy of a bit later in the progression. Aura Improvement is nice but it only changes frequency not power. 6) Rogue: Considering what all of the other fighting classes are getting, I really don't think evasion is OP. 7) Sorceror: My group has been using the "improved metamagic" ability for several campaigns, never had a single issue with it. 8) Wizard: Spell Mastery may be a little over the top for 10th, perhaps make it only 1st level at will. That is still really good, but shifts the curb just a bit. 9) General: I would put all the Extra attacks on the fighting classes back to 5th. This is the most important damage increase in the progression. At 3rd that really shakes up the CR calculation. It also shifts the needle towards fighters too much at the low levels where they are already quite good. 10) You may want to consider removing the last of the subclass powers from each class, unless you just want to handle subclasses on a case by case basis. Some of them give some "high level" type powers that are not immediately apparent until you start going through them. Example: Dragon Sorcerer's "always fly". Knocking out the highest level of the subclass powers could take out a lot of potential abuses in a single stroke. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The "Faster Features" Variant (+)
Top