been working on this custom class for a while and now im looking for some opinions


Homebrew and House Rules


it is called the Mystic Dealer and i intend it to be a actually
versatile, very loose remake of the medium class, using a deck-and-hand mechanic with "legend cards", cards made by the Mystic Dealer allowing them to tap into the potential psychic magic that exists in the powerful titles,monikers and names of well-known people and mythical creatures

Mystic Dealer the class itself

and

Mystic Dealer legend cards the list of Legend cards

just scanning for opinions on the class(also seeing if anyone shows any interest in making some legend cards themselves)and please note its a little bit rough around the edges, i will clean it up when im happy with its mechanical balance

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I love cardslinging and card magic and like the name of the class. However, it looks like a first draft and there's a lot issues going on with it. Some of the big ones include:

1) The core of the class feels extremely vague. Exactly what is the mystic dealer? What do they do? What's their role in the party? All I have to go on is that they use cards and somehow invoke effects with them. It needs to be more concrete than that. For example, the harrower is a fortune teller.

2) The game mechanic of the core class feature lacks depth. Basically, you have a deck of cards, you draw a card, and then play it to get some random effect. That's pretty much the entire class and there's not much to it at all. The abilities are also all over the place. Some of them are really strong. Some are really weak. Some are really strong at early levels but become useless at later levels. And almost none of the cards really tie into the class or give it a sense of identity.

3) There's not enough material to cover a 20-level class. There's very few class features. Most of the abilities don't scale very well. The class has a medium BAB and a poor spellcasting. I can't see someone being able to play an effective character through a few levels.

Overall, I think you might be better off reducing the scope of the project to an archetype or prestige class. Designing an entire class is a daunting task.


Cyrad wrote:

I love cardslinging and card magic and like the name of the class. However, it looks like a first draft and there's a lot issues going on with it. Some of the big ones include:

1) The core of the class feels extremely vague. Exactly what is the mystic dealer? What do they do? What's their role in the party? All I have to go on is that they use cards and somehow invoke effects with them. It needs to be more concrete than that. For example, the harrower is a fortune teller.

2) The game mechanic of the core class feature lacks depth. Basically, you have a deck of cards, you draw a card, and then play it to get some random effect. That's pretty much the entire class and there's not much to it at all. The abilities are also all over the place. Some of them are really strong. Some are really weak. Some are really strong at early levels but become useless at later levels. And almost none of the cards really tie into the class or give it a sense of identity.

3) There's not enough material to cover a 20-level class. There's very few class features. Most of the abilities don't scale very well. The class has a medium BAB and a poor spellcasting. I can't see someone being able to play an effective character through a few levels.

Overall, I think you might be better off reducing the scope of the project to an archetype or prestige class. Designing an entire class is a daunting task.

1.yea im mainly focusing mechanical issues at the moment so i havent put its background to paper, in essence a Mystic Dealer taps into a vast wealth of psychic magic that most other psychics have difficulty tapping into,the power of titles(also some other things akin to titles), every person who dawns the moniker of a certain title leave a little imprint, some Psychic significance in that title(also monsters can generate this type of Psychic power via being such a integral part of common knowledge, like children's stories or sea shanties) ,the Mystic Dealer taps into this psychic energy via a constant lay-line to it, via his detailed Legend cards.

2.again very fair,i've been swimming around ideas but i haven't come up with much to further expand on the cards(though i feel something more can be done), and i have no excuse not furthering mechanics involving the skill unlocks.either that or something new entirely

and its 3/4th bab and half casting because the medium was,the MD was made as a counter-arguement to the Medium so thats why it is what it is


and i feel these are valid complaints they arent idea killers, lack of depth and mechanics can be fixed by digging deeper and thinking better

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