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<blockquote data-quote="Hungryghoast" data-source="post: 6744580" data-attributes="member: 6791493"><p>This is really cool and amazing work on this in general, especially the format.</p><p></p><p>My main problem is that it seems a bit too powerful? I suppose the best point of comparison would be the other D6 class, the Wizard.</p><p></p><p>The Witch seems about on par with the Wizard in terms of how many spells they will get to learn. The problem is that the Wizard must select from those spells and prepare them per day. The Witch will surpass all other classes in the amount of spells it can pull from, making the Witch the most versatile spell caster. I would feel like this is balanced by the fact that the Witch, like the Bard, has no means of regenerating spell slots except on a Long Rest but the Witch is given a host of other abilities too. Perhaps you meant to include a section within Spellcasting on Preparing Spells (the ritual portion refers to "as long as you have that spell prepared")?</p><p></p><p>Problem number two, balance-wise: The Witch gains powerful and useful class abilities from both its general class (its Familiar and Implements) as well as its Tradition. The Implements and Familiar grant a witch (over the course of its levels): a striking implement, access to flight without a known spell or used spell slot (granted with restrictions, but still), Mage Armor without a spell slot or known spell, magic resistance, Artificer abilities, Find Familiar without needing a known spell or spell slot, a more powerful familiar than any class except MAYBE some varieties of Warlock*. This is already a lot! Combined with the traditions it really feels like too much. I know the shawl, stick, and potions are all very witchy things, but honestly if you intend on keeping all the traditions as well and all their bonuses and abilities I might make the Witch choose which implement they want: Stick, Shawl, or Cauldron. In this case you may need to change the Cauldron to apply in some way at lower levels and then upgrade (similarly for the Shawl and then other higher level bonuses for the Stick), but I think this would be a better way to balance the class.</p><p></p><p>*I have some confusion regarding the Familiar. This ability is granted at 7th level "When you reach 7th level, you can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence" ... But the Find Familiar spell already grants this ability?</p></blockquote><p></p>
[QUOTE="Hungryghoast, post: 6744580, member: 6791493"] This is really cool and amazing work on this in general, especially the format. My main problem is that it seems a bit too powerful? I suppose the best point of comparison would be the other D6 class, the Wizard. The Witch seems about on par with the Wizard in terms of how many spells they will get to learn. The problem is that the Wizard must select from those spells and prepare them per day. The Witch will surpass all other classes in the amount of spells it can pull from, making the Witch the most versatile spell caster. I would feel like this is balanced by the fact that the Witch, like the Bard, has no means of regenerating spell slots except on a Long Rest but the Witch is given a host of other abilities too. Perhaps you meant to include a section within Spellcasting on Preparing Spells (the ritual portion refers to "as long as you have that spell prepared")? Problem number two, balance-wise: The Witch gains powerful and useful class abilities from both its general class (its Familiar and Implements) as well as its Tradition. The Implements and Familiar grant a witch (over the course of its levels): a striking implement, access to flight without a known spell or used spell slot (granted with restrictions, but still), Mage Armor without a spell slot or known spell, magic resistance, Artificer abilities, Find Familiar without needing a known spell or spell slot, a more powerful familiar than any class except MAYBE some varieties of Warlock*. This is already a lot! Combined with the traditions it really feels like too much. I know the shawl, stick, and potions are all very witchy things, but honestly if you intend on keeping all the traditions as well and all their bonuses and abilities I might make the Witch choose which implement they want: Stick, Shawl, or Cauldron. In this case you may need to change the Cauldron to apply in some way at lower levels and then upgrade (similarly for the Shawl and then other higher level bonuses for the Stick), but I think this would be a better way to balance the class. *I have some confusion regarding the Familiar. This ability is granted at 7th level "When you reach 7th level, you can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence" ... But the Find Familiar spell already grants this ability? [/QUOTE]
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