Part of a long running homebrew campaign that is almost up to level 5. The group has shifted over the past year or so between different characters, but none of them felt particularly weak or useless from what I've seen. Overall the base classes are quite well balanced in core, especially if you check over the errata. The only exception I would personally say to that is ranger, specifically beastmaster, which is a bit of a mess. It's the one thing without some homebrewing I would actively tell players to avoid as it just doesn't work well mechanically. As for the remainder, general comments from what I've seen (note, we use point buy...if you roll to generate this can change a lot too): Warlock - One I have the most experience with, my character. Depending on how your DM handles short rests they can be quite potent and they definitely have some solid consistent damage with eldritch blast. Admittedly nastier if you simply dip two warlock on a sorcerer build which saddens me, but is correct. Admittedly bit of a one shot wonder otherwise due to low spell slots and limited other abilities. Recovering spells on a short rest is amazing though. Druid - Our moon druid is arguably one of the strongest in the party. The way their beast shape works makes them very tough and hard to take down. It'd be a contender for strongest overall class we've seen thus far. Barbarian - Another of our longest played, rage gives them increased damage and an incredible amount of sturdiness combined with their high hit points. Generally pretty easy to hit though. Rogue - Really effective. Sneak attack at once per round is solid for 5e but the fact it can crit makes for some very high burst damage when everything lines up. They can also be extremely mobile or hide easily with cunning action right out of the gate. Solid class all around. Monk - One of the classes that if you roll stats can get pretty obscene. Otherwise it's overall alright from the little I've seen. Bard - We only had a bard for a very short time but they are extremely versatile and inspiration makes them extremely good at supporting allies. Cleric - Domains feel a lot more customized now. As always a strong class and the healing makes them well liked. I'd place them on the stronger side, but depends which domain you are using too. Wizard/Sorc - Both use the same list. Metamagic with the sorc is where you'll see some nasty combos admittedly. Some wizard school stuff is thematic and cool as well. They're solid all around but changes to concentration and lowered numbers of spell slots (but better cantrips) have done a lot to make them much more balanced, even aside martials. Fighter - Only seen a little fighter, but they are quite good. How good depends on archetype, but between action surge and the ability to heal themselves, they hold their own quite nicely. Paladin - Strong and solid as ever. Good combination of spells and butt kicking. Same for ranger pretty much, except beastmaster as mentioned is basically a mess. Hope this helps. As always the more options you add, the greater potential for more broken combinations but overall due to the graded curve it is much easier to balance everything and the fact that magic items aren't assumed is a big plus imo!
Andostre wrote:
It did indeed! The party was made up of various players over the years, but a few of those heavily played up the dragon connection. Others focused on the trapmaking and one notable fellow did a truly amazing job as a kobold cleric trying to lead the clan (while simultaneously dealing with the fact he was a complete and utter coward). We had a sorcerer for a short time that really played up the connection and also a fighter/rogue that had strong draconic blood tied to a black dragon. The later was probably the most vicious of the bunch and early on more or less singlehandedly slew an entire pack of wolves (which he promptly made into wolfie slippers). The overall theme was promoting their clan, dealing with the fact they were kobolds under constant threat, and uncovering the relics and information on the former patron of their clan. I used a lot of lore found in "The Slayer's Guide to Kobolds" (highly recommend it) mixed with a few other resources.
What?! Are you kidding? It's awesome. All my players agree that they prefer it completely over the Vanician system. It's an open little sandbox to build whatever casting you want, whether as a GM building for their world or a player building a character. It allows you to focus a character's concept and flavor extremely easily. I don't see it as losing the flavor of the class, I see it as gaining more or less unlimited possibilities for any given character and lets -you- shape what they are and their focus entirely.
I really want to run a Persona or Devil Survivor series sort of campaign, but I feel like it would never approach quite what I'd hope for it to be. There was another, but then I found this and it's now on the the list to do someday and actually feels possible.
Sacklunch has a lot of good pointers. Everything in his post is very good information. I tried the LFG on roll20 for one of my campaigns and one of the things I ran into is you tend to get a lot of responses very quickly. There are a lot of people on Roll20 looking for games. It can make it difficult to respond to every applicant. For that very reason, the ones that didn't bother to read the rules and application information I posted were usually ignored very quickly or put lower on the priority list. If you're patient and follow the DMs instructions you're much more likely to get noticed and get your questions answered. On that note, make sure your answer isn't in the information the DM provides as that can look pretty bad.
Plus oracle automatically gain cure or inflict spells as well so its not like they have to spend spells known to take it either. Same as cleric. As mentioned Spirit guide is extremely useful to grab some of the better spirit abilities and get channel even on an oracle that wouldn't have it. Plus they can swap that spirit for one more fitting on a given day. Not to mention dual cursed which gives you free re-rolls for yourself and others as an immediate action. Ever since I started playing oracles I've never found a cleric that is as fun. I always found their domains very lackluster for the most part and the utter lack of a capstone is disheartening.
I also call that refluffing and encourage it amongst my players. That said, I also don't make them spend a feat on it. I really don't get why someone would need a mechanic for that either honestly. It's not like you're changing the spell mechanics or effect, usually in our games its done as a matter of theme and for 'coolness'.
Had time so I went through the Henshin Hero playtest document and commented it up with what I hope will be helpful suggestions and ideas. Definitely my favourite class I've seen so far, though my gut tells me certain motifs and heroic powers might be a little too strong at this point. Hoping I'll have a chance to go through the rest that have been released in the next week sometime too!
I had considered this myself for awhile but eventually ditched it as it opened up its own slew of issues. The way I was looking at it was that str and constitution (called physique in my initial writeup) would be merged into a single stat and cha and wisdom would likewise be merged the same way. Could it work? Maybe, but it was more work than my initial estimation and didn't do as much to help as I had been hoping. Found some other ways to improve martial sorts enough in my own games. My own reason for considering it was making martial types a bit less dependent on so many abilities while giving a slight boost to str/con types by tying those two stats together. So there is definitely a reason why to consider it. Cha and wis was an afterthought that didn't make much of a difference frankly. Definitely does hold some potential if it could be done in a relatively simple, intuitive way. I couldn't figure it out though.
...Henshin Hero is the just amazing. I'm in awe. It looks like a barbarian chasis at first blush but the execution is beyond my words to say, a perfect combination of fluff and crunch. Kudos to the writer. Seriously! *edit* Is there any way to leave comments or feedback? Some things I think could be improved a little. Example: High Speed Transformation is an immediate, but should probably be a swift or immediate since I would imagine it should be able to also be used quickly on your turn.
One of the favourites I ran was the party was investigating several meteorites that fell to the surface. It turned out these were hunks of skymetal (of great interest to the one smith amongst the group). One skymetal mentions having time based properties (Incubrex maybe? It's been awhile). For that encounter they came across a crater in a forest where it hit. It fell hard enough it actually damaged the time stream in that area as well and had created a few time elementals to battle. The more interesting part of the battle was that there were pockets/areas amongst the battlefield that changed time. The simple ones were simply haste or slow when you moved through or stood in them. The others aged you forward or backwards on a exponential rate. Meaning, standing in that area for one round (depending on the area) aged you a single year or backwards a single year. Next round was two, then four, then eight...and so on. There were hints spread out if they were watching and perception checks to notice the flickering in the air as well. The first one they found had a pile of dust where someone had been aged so rapidly that there was nothing left. Suffice to say they had a blast with it and played around a little changing their ages some. A few returned to town younger and more vibrant...
We had a game where we were introducing a new player to the game. He had his heart set on playing a rogue, which the GM told me about ahead of time (this was just before unchained rogue was released, so bit trickier of a position to be in). Knowing he could be in for a painful time, I made a bard....but not just any bard. Etrei the Feyish Jester. While a bit on the nutty side, Etrei took a liking to his character and once we started getting into trouble I made him look awesome. Boost him up with bard songs, heal him by whacking with my jester stick (wand), cartwheeling between enemies to give him a flank. All in a days work. Anyway, we get our first job from this uptight military lady. Someone Mr Rogue takes an immediate shine to and in his first roleplaying sessions begins to flirt with this military lady. When asked for a charisma check he rolls a 20 and flusters her badly (cracking him and us up). At this point he decides this has to continue being a thing and really takes a shine to her. So we go on her quest and as mentioned above, I go out of my way making Mr Rogue have a good time and surprisingly effective in combat. We return victorious, with Mr Rogue ready to sweep military lady off her feet once more. We find out though that the place has been broken into and she is about to be sacrificed in a tower on the coast (70 feet down to the ground with another 30 feet to the water if you get past the ground). Our rogue dashes to her aid, but the cultist is already poised to stab and sacrifice her tied up on some altar and the DM has us roll initiative. Etrei, bless his twisted soul, wins initiative with a 20 on the dice. I run up to her, spend a hero point (one of two) to use invisibility to make her vanish and save Mr Rogue's crush. The DM was speechless for a moment but continued. So we battle the three cultists and we're handily winning since they can't see her to coup de grace her at this point. The one higher ranked cultist makes a dash for the window, throwing back a taunt, "Too bad, we still win" as he leaps from the window laughing. Now I've been playing with this GM for two years and I have suspicions soon as he says that. We're back at top of the order so after a moment of thought I feel around till I find her (knowing which square she was in) and heft her up. DM tells me this takes a move action to do. Then I tell him I run and jump out the window, using my last hero point for the acrobatics check to jump for the water (and the smoother landing). He falls silent again before cursing me once and rolling some dice. We both hit the water, but survive (though we are both in the single digits). Following my turn the cultist detonates the room for truly obscene damage. Mr Rogue survives...cause he's a rogue and evasion. The two cultists are wiped out. Afterward he told me for the storyline he prepared she was supposed to die in there either via sacrifice or the bomb and gave Mr Rogue a reason to adventure, avenging her death. Instead she survived and I became Mr Rogue's best friend and truest wingman.
EmberKin wrote:
This is incorrect. There was a feat published in People of the Stars for Androids specifically: Quote:
Due to the 13 cha requirement it actually works better for bloodragers than barbarians but it makes them very good choices due to being immune to fatigue. Had a character planned for this so I know, though never got a chance to play them to my disappointment.
Speaking personally, I'd really rather not see it diverge too far from its original origins. I love the feeling of authenticity to it at the moment and how well it fits the eastern part of my homebrew world. Also a lot of that falls simply into, the spirits/kami wouldn't answer or barter over things like that. No spirit is going to help you turn people into zombies. That's not an onmyoji and goes against the very nature of the class itself (and how/where they get their powers). If there is going to be sweeping changes like that I'd rather it be its own archetype or something I can ban on its own instead of picking out individual talisman and petitions.
It isn't released as of yet. Patreon is sort of like a subscription service. Currently how it is set up, you subscribe to give Interjection $5 or $10 (or more, per the levels he set up) whenever he releases a product and get it automatically. This is for any of his smaller stuff, mostly classes or whatnot, and things he doesn't fund through kickstarter (like strange magic or the big book of bloodlines). Through Patreon he is also allowing people to give feedback and influence what is released, plus get a first hand look at what he is working on before it is out. That said, the pdfs should still go on sale normally when completed. Patreon is there to give him a more dependable sort of income and gives fans a chance to give feedback and have a hand on what is being created. Hope that helps!
Puna'chong wrote:
:D
Having read it over and discussed it with my group we all REALLY like it. The new abilities are very thematic and lend themselves to roleplaying and descriptions. Really cool and I can't wait to give it a try. For my personal home games at least I'm going to make an option where you select three of the following: d10 hp, high will save, high fort save, high ref save. Makes it a bit more customizable and you can get all sorts of monks that way.
Our group was up for hours last night discussing the book's various options. Barbarian didn't come up much admittedly, but some of the rage powers are solid and it does simplify the math involved quite a bit (though inadvertently weakens two hand users a bit and is actually better for dualwielders). Summoner was approved of and personally for myself it was made in a way I would probably allow it where I hadn't been. The changes to the spell list and packages for the eidolons themselves felt like a step in the right direction. Rogue and monk stole the show for us. Not only were they thematically cool but it really felt like they both had their own niche. The rogue's debuffs are huge and some of the rogue talents were eye openers (favourite being one that lets you get a free ranged attack when initiative is rolled for a free sneak attack since no one has acted yet). Monk's changes weren't as impressive at first glance, but the flurry is undoubtedly a bit better and will have an easier time landing blows. My favourite part for monk was the ability to move during a flurry so if you drop someone you can dart over and keep hitting. Some of the abilities like headbutt and whatnot were not only thematic but extremely cool and lends itself to descriptive roleplay very well.
I need to post this before I forget, just in case I'm actually on to something. The debate with dex to damage has been ongoing for a long time. Tonight I passed over a few more thread about it and got thinking. If the issue is that dex applies to so many more things (AC, reflex saves, all the dex based skills, etc) and makes strength superfluous, why not make strength more useful? Like combining strength and constitution into one stat. Now at this moment, this seems like a fantastic idea. That said, I'm sure I'm overlooking some things. It certainly complicates parts as point buy amounts would have to change for the lower number of overall stats. Anyway, I figure it would look something like this: Quote:
Warriors end up in two categories. The burly, hardy guys that can hit hard and really take a beating and the dexterous, agile sorts that overall do less damage but are more defensively focused. The main issue that came to my mind is aesthetics. The wizard that wants more hit-points suddenly is stronger and can carry more. Not sure that is a bad tradeoff but... On the same note, combining charisma and wisdom could potentially have a similar but perhaps lesser effect. That and I feel like it wouldn't be as nice a trade as the above. Thoughts?
Can't say for a class, but Little Red Goblin Games made the Arma race which is essentially intelligent weapons that gain a human form and can shift between the two. Through feats they can give themself enhancement and other bonuses as well. Reminded me instantly of soul eater the first time I found it and love the idea. They can be wielded by allies or transform part of their body into the weapon to fight with which is wickedly cool.
The Golden Spear Trilogy in the Kaidan setting by Rite Publishing has hard copies, though it appears at least on Paizo the 1st and 3rd installments are currently out of stock.
I bought this a couple weeks ago and forgot to rave about it much. As for the questions: 1. My favourite race ended up being the first race in the book, the Arma. Just a fantastic idea there and exactly what I was seeking for my homebrew setting. It's got a sort of soul eater vibe for me which helps and overall the race itself is just so cool. For the other two, I can't say yet. I haven't had it that long. If I was going to build an Arma myself, I would definitely lean toward a Kensai Magus I feel, though. Frankly, there is a ton of material I haven't had a chance to read all through but I pretty much felt the product paid for itself after the first race. Take that for what you will. :)
Dakr wrote: Is it too late to jump on this? School just started so I had to take a short hiatus from the boards while I dealt with starting the new semester and started judging submissions for my university's literary journal. Things have calmed significantly now and I'd love to throw an item or two in. From the previous page in case you missed it: Quote: H. The magic item must be sent to Flaming Crab Games before Sunday, February 15, 2015 to be considered.
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