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The Samurai Is Back
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<blockquote data-quote="Cap'n Kobold" data-source="post: 6924606" data-attributes="member: 6802951"><p>A few things spring to mind as I go through it:</p><p></p><p>Samurai Training: What specific purpose in the balancing of stats or game mechanics is this required for? Or is it there for another reason?</p><p></p><p>I shall not bow and others: There is no such thing as a free action in 5e. If the intent is that something doesn't take any part of a round and can be repeated during a round, just don't call it an action.</p><p></p><p>I shall not bow: This costs noting to activate, isn't expended unless its actually used, and can be swapped around freely. I think it could easily be simplified by removing duration and requirement to pick a target.</p><p></p><p>Fighting stances: You might need to clear up the language on this: do you only pick one stance to know each time you get the ability? </p><p>Also: free actions again. The majority of these 'free actions', particularly any involving making attacks or similar out of your turn should be Reactions.</p><p></p><p>Crane: The majority of grapples and pushes in the game are resolved with opposed Strength (Athletics) checks, not saving throws.</p><p></p><p>Budo Archetypes: Some of these come across as very powerful when compared to their current equivalents, particularly when based on the already-powerful Samurai class. You should probably have a look at the current archetypes that match the concepts that you were going for, such as the Ranger Hunter Horde-breaker options for Swiftblade etc.</p><p></p><p>Most of the class and archetype abilities also seem to be directly combat-related. Even Fighters and their archetypes seem to have more capability outside of a fight than your Samurai class. You might want to swap some of your abilities for ones that could be of use outside of combat.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6924606, member: 6802951"] A few things spring to mind as I go through it: Samurai Training: What specific purpose in the balancing of stats or game mechanics is this required for? Or is it there for another reason? I shall not bow and others: There is no such thing as a free action in 5e. If the intent is that something doesn't take any part of a round and can be repeated during a round, just don't call it an action. I shall not bow: This costs noting to activate, isn't expended unless its actually used, and can be swapped around freely. I think it could easily be simplified by removing duration and requirement to pick a target. Fighting stances: You might need to clear up the language on this: do you only pick one stance to know each time you get the ability? Also: free actions again. The majority of these 'free actions', particularly any involving making attacks or similar out of your turn should be Reactions. Crane: The majority of grapples and pushes in the game are resolved with opposed Strength (Athletics) checks, not saving throws. Budo Archetypes: Some of these come across as very powerful when compared to their current equivalents, particularly when based on the already-powerful Samurai class. You should probably have a look at the current archetypes that match the concepts that you were going for, such as the Ranger Hunter Horde-breaker options for Swiftblade etc. Most of the class and archetype abilities also seem to be directly combat-related. Even Fighters and their archetypes seem to have more capability outside of a fight than your Samurai class. You might want to swap some of your abilities for ones that could be of use outside of combat. [/QUOTE]
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