Here are a few sub-classes i would like some feedback on if possible . Particularly on their balance with existing classes, the presence of issues in game-play and more importantly would they be fun to play ? I am aware that i added more differences between the original class and my versions but most if not all are integral to the subclass.
Other sub-classes are posted but nowhere near as done as the above 2. Also published is a selection of items of which a dozen or so still need an edit.
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I like to create stuff, and always appreciate any feedback given to help improve the things i make.
First of all, you do not need to reproduce all the proficiencies gained by the base class (armor, skills, weapons), you only need to put what is new or has been removed (not recommended to remove base features).
Thought about that but assumed this made it an easier read. kept the notes to the section where actual changes were made but maybe i missed a few. Gonna recheck. Thx for taking the time in any case.DxJxC
So if i understand you correctly for example :
Documancer is based on the cleric.
Documancer can use light / medium armor becomes : Can not use shield.
Example 2 : Saving throws wisdom, charisma, becomes : intelligence instead of charisma ?
For nr 1 i can see the difference and the possibility most people might prefer that but on example nr2 i have to say it hasn't made it clearer and if i were to make the change all should be done in the same way to improve reading fluency and minimize the need to navigate back and forth between cleric and documancer. On the whole i thought the few bits of extra information technically not needed didn't influence the users experience as much as leaving them out.
Regarding Documancer, do not take away a spellcasters spell slots (there isn't a way to do that in editor anyway). I only skimmed a few of your many, many contracts, but some seem over powered,amd might need to be reworked and most need reworded as there was a lot of language that didn't match rules language. Overall, it didn't feel like it belonged to cleric at all, might be a better fit as a warlock (they already have fewer spell slots anyway).
For the full metal monk, keep in mind that monks choose their subclass at level 3, so all abilities should start at that level. Also, I don't think you have a proper grasp of how d&d 5e handles 2-handed weapons. For parry, you should check out noble or the [subclass]battle master[/subclass]'s maneuvers for inspiration. Stand vast just looks like normal save rules except the d20 is a d100. Focused movement is just a worse version of step of the wind which the monk already gets at level 2. It's just armor is... well it would be annoying to track for starters.
Thx for the detailed feedback, i agree with more then a few points including the 2-h weapon experience in 5e. I still dm 3.5 but try to add 5e stuff every now and then to let my players get used to those rules. Everything posted here is reworked from a 3.5e version until i go full 5e somewhere early next year. That said any notes on differences i missed is greatly appreciated.
Coming days i will be working on the classes and add the missing information on the few items still needing it and will post links asap.
Rollback Post to RevisionRollBack
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
Weapon damage is one of the biggest differences (as far as I know) between 3.5 and 5e. Basically, everything is simpler. If a weapon can be used with 1 or 2 hands, it has the versatile property, and uses a bigger die 2 handed (d6 becomes d8, d8 becomes d10, etc).
If a weapon can only be used 2 handed, it has 2 handed property and has larger or more dice (either 1d12 or 2d6 so far).
In all cases, damage is dice plus ability mod, never mod x1.5.
changed : Wording in features, weapon description and some feature mechanics.
Not changed : Starting level, parry and although changing focused movement one must keep in mind that this is done with heavy armor.
Dxjxc thx for the effort you put in. Did a crash-course in weapon types etc. and read up on the battle-master parry which really looked a lot like mine but i could not change it to that version in good conscience wanting to stick to the idea of the subclass. Which also goes for the sub-class starting level.
I did take some time with the documancer but aside from a few minor changes it is the same. I will post that link when i'm done. I do realize the problem with having less spell slots but i already have a warlock version i am working on and adding the contracts to the basic spell list is just to much imo. I'll give it some more thought.
Rollback Post to RevisionRollBack
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
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Here are a few sub-classes i would like some feedback on if possible . Particularly on their balance with existing classes, the presence of issues in game-play and more importantly would they be fun to play ? I am aware that i added more differences between the original class and my versions but most if not all are integral to the subclass.
https://www.dndbeyond.com/characters/subclasses/50187-documancer
https://www.dndbeyond.com/characters/subclasses/42015-full-metal-monk-the-samurai
Other sub-classes are posted but nowhere near as done as the above 2. Also published is a selection of items of which a dozen or so still need an edit.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
First of all, you do not need to reproduce all the proficiencies gained by the base class (armor, skills, weapons), you only need to put what is new or has been removed (not recommended to remove base features).
Thought about that but assumed this made it an easier read. kept the notes to the section where actual changes were made but maybe i missed a few. Gonna recheck. Thx for taking the time in any case.DxJxC
So if i understand you correctly for example :
Documancer is based on the cleric.
Documancer can use light / medium armor becomes : Can not use shield.
Example 2 : Saving throws wisdom, charisma, becomes : intelligence instead of charisma ?
For nr 1 i can see the difference and the possibility most people might prefer that but on example nr2 i have to say it hasn't made it clearer and if i were to make the change all should be done in the same way to improve reading fluency and minimize the need to navigate back and forth between cleric and documancer. On the whole i thought the few bits of extra information technically not needed didn't influence the users experience as much as leaving them out.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
I meant to read these more when I had more time.
Regarding Documancer, do not take away a spellcasters spell slots (there isn't a way to do that in editor anyway). I only skimmed a few of your many, many contracts, but some seem over powered,amd might need to be reworked and most need reworded as there was a lot of language that didn't match rules language. Overall, it didn't feel like it belonged to cleric at all, might be a better fit as a warlock (they already have fewer spell slots anyway).
For the full metal monk, keep in mind that monks choose their subclass at level 3, so all abilities should start at that level. Also, I don't think you have a proper grasp of how d&d 5e handles 2-handed weapons. For parry, you should check out noble or the [subclass]battle master[/subclass]'s maneuvers for inspiration. Stand vast just looks like normal save rules except the d20 is a d100. Focused movement is just a worse version of step of the wind which the monk already gets at level 2. It's just armor is... well it would be annoying to track for starters.
Thx for the detailed feedback, i agree with more then a few points including the 2-h weapon experience in 5e. I still dm 3.5 but try to add 5e stuff every now and then to let my players get used to those rules. Everything posted here is reworked from a 3.5e version until i go full 5e somewhere early next year. That said any notes on differences i missed is greatly appreciated.
Coming days i will be working on the classes and add the missing information on the few items still needing it and will post links asap.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.
Weapon damage is one of the biggest differences (as far as I know) between 3.5 and 5e. Basically, everything is simpler. If a weapon can be used with 1 or 2 hands, it has the versatile property, and uses a bigger die 2 handed (d6 becomes d8, d8 becomes d10, etc).
If a weapon can only be used 2 handed, it has 2 handed property and has larger or more dice (either 1d12 or 2d6 so far).
In all cases, damage is dice plus ability mod, never mod x1.5.
https://www.dndbeyond.com/characters/subclasses/83193-full-metal-monk-the-samurai
This should be an improvement.
changed : Wording in features, weapon description and some feature mechanics.
Not changed : Starting level, parry and although changing focused movement one must keep in mind that this is done with heavy armor.
Dxjxc thx for the effort you put in. Did a crash-course in weapon types etc. and read up on the battle-master parry which really looked a lot like mine but i could not change it to that version in good conscience wanting to stick to the idea of the subclass. Which also goes for the sub-class starting level.
I did take some time with the documancer but aside from a few minor changes it is the same. I will post that link when i'm done. I do realize the problem with having less spell slots but i already have a warlock version i am working on and adding the contracts to the basic spell list is just to much imo. I'll give it some more thought.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.