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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
The Troll Slayers Power level
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<blockquote data-quote="JerichoPenumbra" data-source="post: 9077068" data-attributes="member: 7037007"><p>I'm not denying potency of the abilities, but I'm trying to keep in mind the context in which those abilities will actually see use. How many effects actually reduce max HP? Only one I can think of off-hand is Mummy Rot. For Acidic Blood, I see more use from people wading through pools of acid intended to be traps, given this Archetype is from the Dungeon Delver's Guide I think that may be intended. Acid damage is less common; A5e.tools only lists 3 spells of the acid school, and aside from monsters like oozes or acid breathing dragons I can't think of many that do acid damage. 3d6 damage on creatures that bite you is beefy, not saying it isn't, but depends on what enemies you're fighting. As for anti-regeneration aura, how many creatures actually have regeneration? Off-hand I think trolls and vampires and not much else. The regaining HD on slaying a strong enemy sounds good, but also sounds like the berserker will be hungry for getting the last hits which may prolong the fights. </p><p></p><p>It's a sub-class that's specialized with dealing with certain enemies, with effects broadened a bit so they don't feel so specialized they're useless for anything else. In other editions when using a ranger for example, if you were dealing with enemies you selected to specialize in it felt great. If the campaign shifted and you weren't dealing with your specialized foes you'd feel like half your abilities did nothing. The other options for Berserker are just fine and I consider them to be on par or better since they're actually work more easily with Furious Focus. While as you say technically RAW the claws can just be manifested and you can use a weapon outside of that for the Exertion cost reduction, I'm not fully certain that's RAI. (Granted, I think it's a bit stupid that Furious Focus is basically intended to be used with only two-handed weapons and unarmed strikes/natural attacks can't be used with it. With a name like Berserker, fighting tooth and nail or till bare knuckles are bloody while raging sounds thematically appropriate for the class.)</p><p></p><p>I don't think being balanced against existing options is the most sustainable way to evaluate something since the options will continue to grow and the average power of archetypes will grow as people get more accustomed to the system and start to push the boundaries; power creep and all that. DDG has a lot of interesting ideas and more than a bit of options are unbalanced when compared to options prior to that. Dungeon Robber background for example besides giving the usual two skills and a tool proficiency also gives freaking SIX languages.</p></blockquote><p></p>
[QUOTE="JerichoPenumbra, post: 9077068, member: 7037007"] I'm not denying potency of the abilities, but I'm trying to keep in mind the context in which those abilities will actually see use. How many effects actually reduce max HP? Only one I can think of off-hand is Mummy Rot. For Acidic Blood, I see more use from people wading through pools of acid intended to be traps, given this Archetype is from the Dungeon Delver's Guide I think that may be intended. Acid damage is less common; A5e.tools only lists 3 spells of the acid school, and aside from monsters like oozes or acid breathing dragons I can't think of many that do acid damage. 3d6 damage on creatures that bite you is beefy, not saying it isn't, but depends on what enemies you're fighting. As for anti-regeneration aura, how many creatures actually have regeneration? Off-hand I think trolls and vampires and not much else. The regaining HD on slaying a strong enemy sounds good, but also sounds like the berserker will be hungry for getting the last hits which may prolong the fights. It's a sub-class that's specialized with dealing with certain enemies, with effects broadened a bit so they don't feel so specialized they're useless for anything else. In other editions when using a ranger for example, if you were dealing with enemies you selected to specialize in it felt great. If the campaign shifted and you weren't dealing with your specialized foes you'd feel like half your abilities did nothing. The other options for Berserker are just fine and I consider them to be on par or better since they're actually work more easily with Furious Focus. While as you say technically RAW the claws can just be manifested and you can use a weapon outside of that for the Exertion cost reduction, I'm not fully certain that's RAI. (Granted, I think it's a bit stupid that Furious Focus is basically intended to be used with only two-handed weapons and unarmed strikes/natural attacks can't be used with it. With a name like Berserker, fighting tooth and nail or till bare knuckles are bloody while raging sounds thematically appropriate for the class.) I don't think being balanced against existing options is the most sustainable way to evaluate something since the options will continue to grow and the average power of archetypes will grow as people get more accustomed to the system and start to push the boundaries; power creep and all that. DDG has a lot of interesting ideas and more than a bit of options are unbalanced when compared to options prior to that. Dungeon Robber background for example besides giving the usual two skills and a tool proficiency also gives freaking SIX languages. [/QUOTE]
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