MysticYeti's page

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All in all, the traps look pretty cool. Armageddon Orb especially tickles my fancy.

Having traps roll Stealth makes sense. The notation feels counterintuitive, though that may be force of habit.

Some traps could benefit from involving more skills. Magical traps, like disarming Armageddon Orb with a gruiling Thievery or Arcana check.

I don't think the trap DCs should be so proficiency level dependant. It's more to spend time on for resolving traps and more to think about when character building and neither in a way that seems fun to me. Personally, I'd rather have most traps that care only care if you were trained or not. Do you actually know how use those thieve's tools? Okay, good to go! The Armageddon Orb, though, seems like a perfect exception. An epic trap should take a legendary (and fireproof) thief.

I do like the the haunt having a lower DC for using Religion as opposed to Diplomacy. Going with my previous suggestion, you'd have to be trained in Religion to get the lower DC but be able to Diplomacize untrained at a higher DC.


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Cool.

I dig having base spell list determined by bloodline. (My caveat is that the Oracle remains separate from the Sorcerer. Oracles shouldn't de facto get Sorcerer proficiencies, etc.) The Evolution feats all look cool though for Primal Evolution once daily feels too limited, I'd rather pay spell points.

I don't feel simply using Charisma to boost magic item use via resonance is enough on its own to balance out the differences prepared vs. spontaneous casting. I'm not 100% sure how it would work in practice but I'd kind of like to see Sorcerers get to heighten every sorcerer spell the know instead of just "prepare" two heigtenable spells.

The Angelic, Draconic, Imperial bloodlines especially pique my interest though I'm eager to see them all.

The Demonic bloodline seems like it's trying to be all demons to all sinners. Mechanically, I see elements of blaster, control, and battle caster. Thematically, it needs to make a distinction between abyssal carnage and diabolic temptation. I'd rather see the 2e iterations of the Abyssal and Infernal bloodlines be separate even if I have to wait for one of them.

I'll also echo that there should be new bloodline features after 10th level.


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I'm quite happy to see the ranger have no spells by default. It's always rubbed me wrong that the party's martial woodsman was forced to be in a mystical relationship with nature even if the character is just supposed to be a woodsman. Most rangers I've played with (or played) chose spell replacement options. Of course I do want to see the old druid lite spells as an option, just not the assumption.

I'm also pleased to see the ranger move away from favored enemies mechanic. The circumstantial effectiveness frustrated me probably more than it should have. Favored enemies are a trope, to be sure, though it seems better suited for class feat(s).