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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Warlock Archetype Curse scaling & Herald multiclassing
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<blockquote data-quote="Tessarael" data-source="post: 9740499" data-attributes="member: 12909"><p>Another approach that I would be tempted to adopt is moving all spell casters to a short rest refresh mechanic, and for half-casters like Herald this can equate to an 2x proficiency bonus per short rest exertion mechanic if you fudge the numbers appropriately:</p><ul> <li data-xf-list-type="ul">For spell levels 1 through 5, you get one per short rest, once you are at a level where you have access to such spells.</li> <li data-xf-list-type="ul">For spell levels 6 through 9, you get one per long rest, once you are at a level where you have access to such spells.</li> <li data-xf-list-type="ul">Full casters like Clerics get per short rest: <ul> <li data-xf-list-type="ul">Cleric levels 1-2: 1st level spell slot </li> <li data-xf-list-type="ul">Cleric levels 3-4: 1st & 2nd slots</li> <li data-xf-list-type="ul">Cleric levels 5-6: 1st, 2nd & 3rd slots</li> <li data-xf-list-type="ul">Cleric levels 7-8: 1st, 2nd, 3rd & 4th slots</li> <li data-xf-list-type="ul">Cleric levels 9+: 1st, 2nd, 3rd, 4th & 5th slots</li> <li data-xf-list-type="ul">Cleric level 11-12: 6th level spell slot once/long rest</li> <li data-xf-list-type="ul">Cleric level 13:-14 6th & 7th slots once/long rest</li> <li data-xf-list-type="ul">Cleric level 15-16: 6th, 7th, & 8th slots once/long rest</li> <li data-xf-list-type="ul">Cleric level 17+: 6th, 7th, 8th & 9th slots once/long rest</li> </ul></li> <li data-xf-list-type="ul">Half casters like Herald get per short rest: <ul> <li data-xf-list-type="ul">Herald levels 1-4: 1st level spell slot - equivalent of 4 exertion per short rest, if 1st level slot costs 4 here</li> <li data-xf-list-type="ul">Herald levels 5-8: 1st & 2nd slots - equivalent of 6 exertion per short rest, if 1st costs 2 and 2nd costs 4 here</li> <li data-xf-list-type="ul">Herald levels 9-12: 1st, 2nd & 3rd slots - equivalent of 8 exertion per short rest, if 1st costs 1, 2nd costs 3, 3rd costs 4 here</li> <li data-xf-list-type="ul">Herald levels 13-16: 1st, 2nd, 3rd & 4th slots - equivalent of 10 exertion per short rest, if 1st costs 1, 2nd costs 2, 3rd costs 3, and 4th costs 4 here</li> <li data-xf-list-type="ul">Herald levels 17+: 1st, 2nd, 3rd, 4th & 5th slots - equivalent of 12 exertion per short rest, if 1st costs 1, 2nd costs 1, 3rd costs 3, 4th costs 3, and 5th costs 4 here.</li> </ul></li> </ul><p>An issue with this approach is that the exertion point mechanic is too coarse grained. If we use Warlock spell points, it would be as follows per short rest:</p><ul> <li data-xf-list-type="ul">Herald levels 1-4: 1st level spell slot - equivalent of 2 spell points</li> <li data-xf-list-type="ul">Herald levels 5-8: 1st & 2nd slots - equivalent of 5 spell points</li> <li data-xf-list-type="ul">Herald levels 9-12: 1st, 2nd & 3rd slots - equivalent of 10 spell points</li> <li data-xf-list-type="ul">Herald levels 13-16: 1st, 2nd, 3rd & 4th slots - equivalent of 16 spell points</li> <li data-xf-list-type="ul">Herald levels 17+: 1st, 2nd, 3rd, 4th & 5th slots - equivalent of 23 spell points</li> </ul><p>This doesn't scale consistently vs. proficiency bonus progression. If we just do a simple linear fit, the spell point progression has a 40% higher gradient than exertion points vs. level, but exertion points start 1 higher at 1st level. </p><p></p><p>A possible solution is to make everyone use a short rest spell point mechanic, but it is much more complicated than the exertion mechanic, which is I think why this sort of approach was avoided. There's no good solution here that preserves simplicity. Fighter maneuver degree progression. </p><p></p><p>Fighter maneuver degree is only 1 level faster than when Heralds get access to 5th level spells. So maybe the short rest mechanic works with getting one spell slot or maneuver degree of each level that you would have access to for Fighter X/Herald Y combinations. But then we're still faced with the same problem for full casters dipping into Fighter - at what rate should they get access to exertion points? And presumably full casters should not be able to convert spell slots to power their maneuvers.</p><p></p><p>I think that any unified system would be significantly more complicated than the current A5E approach, and to make it work we'd have to adjust at what character level they get access to higher maneuver levels (e.g., delaying Fighter maneuver progression by one level?), and how potentially reducing often they can use maneuvers at earlier levels, unless adopting the more complicated mechanic that I suggested where cost to access lower level maneuvers/spell slots gets cheaper as you level up.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9740499, member: 12909"] Another approach that I would be tempted to adopt is moving all spell casters to a short rest refresh mechanic, and for half-casters like Herald this can equate to an 2x proficiency bonus per short rest exertion mechanic if you fudge the numbers appropriately: [LIST] [*]For spell levels 1 through 5, you get one per short rest, once you are at a level where you have access to such spells. [*]For spell levels 6 through 9, you get one per long rest, once you are at a level where you have access to such spells. [*]Full casters like Clerics get per short rest: [LIST] [*]Cleric levels 1-2: 1st level spell slot [*]Cleric levels 3-4: 1st & 2nd slots [*]Cleric levels 5-6: 1st, 2nd & 3rd slots [*]Cleric levels 7-8: 1st, 2nd, 3rd & 4th slots [*]Cleric levels 9+: 1st, 2nd, 3rd, 4th & 5th slots [*]Cleric level 11-12: 6th level spell slot once/long rest [*]Cleric level 13:-14 6th & 7th slots once/long rest [*]Cleric level 15-16: 6th, 7th, & 8th slots once/long rest [*]Cleric level 17+: 6th, 7th, 8th & 9th slots once/long rest [/LIST] [*]Half casters like Herald get per short rest: [LIST] [*]Herald levels 1-4: 1st level spell slot - equivalent of 4 exertion per short rest, if 1st level slot costs 4 here [*]Herald levels 5-8: 1st & 2nd slots - equivalent of 6 exertion per short rest, if 1st costs 2 and 2nd costs 4 here [*]Herald levels 9-12: 1st, 2nd & 3rd slots - equivalent of 8 exertion per short rest, if 1st costs 1, 2nd costs 3, 3rd costs 4 here [*]Herald levels 13-16: 1st, 2nd, 3rd & 4th slots - equivalent of 10 exertion per short rest, if 1st costs 1, 2nd costs 2, 3rd costs 3, and 4th costs 4 here [*]Herald levels 17+: 1st, 2nd, 3rd, 4th & 5th slots - equivalent of 12 exertion per short rest, if 1st costs 1, 2nd costs 1, 3rd costs 3, 4th costs 3, and 5th costs 4 here. [/LIST] [/LIST] An issue with this approach is that the exertion point mechanic is too coarse grained. If we use Warlock spell points, it would be as follows per short rest: [LIST] [*]Herald levels 1-4: 1st level spell slot - equivalent of 2 spell points [*]Herald levels 5-8: 1st & 2nd slots - equivalent of 5 spell points [*]Herald levels 9-12: 1st, 2nd & 3rd slots - equivalent of 10 spell points [*]Herald levels 13-16: 1st, 2nd, 3rd & 4th slots - equivalent of 16 spell points [*]Herald levels 17+: 1st, 2nd, 3rd, 4th & 5th slots - equivalent of 23 spell points [/LIST] This doesn't scale consistently vs. proficiency bonus progression. If we just do a simple linear fit, the spell point progression has a 40% higher gradient than exertion points vs. level, but exertion points start 1 higher at 1st level. A possible solution is to make everyone use a short rest spell point mechanic, but it is much more complicated than the exertion mechanic, which is I think why this sort of approach was avoided. There's no good solution here that preserves simplicity. Fighter maneuver degree progression. Fighter maneuver degree is only 1 level faster than when Heralds get access to 5th level spells. So maybe the short rest mechanic works with getting one spell slot or maneuver degree of each level that you would have access to for Fighter X/Herald Y combinations. But then we're still faced with the same problem for full casters dipping into Fighter - at what rate should they get access to exertion points? And presumably full casters should not be able to convert spell slots to power their maneuvers. I think that any unified system would be significantly more complicated than the current A5E approach, and to make it work we'd have to adjust at what character level they get access to higher maneuver levels (e.g., delaying Fighter maneuver progression by one level?), and how potentially reducing often they can use maneuvers at earlier levels, unless adopting the more complicated mechanic that I suggested where cost to access lower level maneuvers/spell slots gets cheaper as you level up. [/QUOTE]
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Warlock Archetype Curse scaling & Herald multiclassing
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