u/Sean_Delta

3,118 post karma · 2,665 comment karma · joined Dec 2019

  1. 1,732points

    Working on a garden. What do you think about it? (i.redd.it) [Builds]

    32 comments · source

  2. 160points

    I draw a stained glass style Razor (self.Genshin_Impact) [OC]

    11 comments

Sean_Delta

I mean, that can be true with live action shows, but with animations, especially of this quality, you need time. So, unluckily waiting a year can even be not that much.

Sean_Delta

I mean, it's animated, based on the title, so at least the dragon isn't stationary... still, the other points are valid, and a pre animated enemy is awful in following players' actions.

Sean_Delta

XD. Don't worry, I, too, needed a couple of seconds to get it the first time. My first reaction was as yours.

Sean_Delta

They feel very good and on point. I think Ineffa can be good at 2/3 as you suggested, but I'm not very good at energy abilities balancing. As per the tokens, I feel like Birgittashould be a card herself, while the robot tokens may be just the cube-bots, so you may have other cards create them, too. While, of course, flavorful, they look like 1/1, and Ineffa should summon just Birgitta, so I don't really know what I prefer. Maybe a named token?

Sean_Delta

Wastes are basic. You can already have any number of them...

Sean_Delta

Well... yes... why not? It's just a little change, enough to be a new card. Also, missign the Legend type (as a reminder) may just be an error.

Sean_Delta

Considering the old frame and the "summon shapeshifter" I think that the old flavor and rules are indeed wanted. So you're right, but they're, too.

Sean_Delta

Considering the old frame and the "summon shapeshifter" I think that the old flavor and rules are indeed wanted. So you're right, but they're, too.

Sean_Delta

Sorry, you're right. What I meant was using the formula "a card named" that it still different from making it work exactly as intended, but works better and less wordier than the more precise option.

Sean_Delta

I think you need to put her name instead of "this creature", otherwise, every time it enters is a new creature.

Sean_Delta

I'm playing a giminate in Frosthaven right now (hivemind swarm of insect species, both an archer and a brawler, swapping through distance and melee) this feel perfect to represent that kind of characters. Nice work. I'll read all the details with time...

Sean_Delta

Probably u/megafiend sounded a bit rude. Anyway, the questions were good.

Creating a class is not like creating a random magical item or a feat. When creating a class, the most important thing is thinking: do I really need a new class for this, or maybe it's just a good subclass? I've also tried to create some classes myself, but very few passed through this question.

About balancing: It is usually good design to have abilities that may be strong at lower levels to just appear later, so if you say

based on the games I've been in, after level 6 or so. enemies start doing at least 15 damages per turn.

then maybe make it unlocked at level 6 (or even 5 if you want it to feel a bit stronger). The other option is to have that same ability to scale up with levels or proficiency so that it will always be balanced with enemies' damages.

Last tip. Usually, sharing just a bit of a content to see if it works is good, bu in the case of a class, it may be good to share at least the class table, better the whole class itself, so that it'll be easier to judge the overall balancing and synergies of each ability. Many times, the first lower levels abilities are the most important for higher levels upgrades, so evaluating them without their "evolution" may lead to misunderstanding.

Hope this may be useful in general. Try to answer yourself to all the questions asked to you in this thread and then start from there. Good job, anyway. It's not that bad as, at least, a subclass idea. If you really want it to be a class, then you need a bit more work.

Sean_Delta

Oh, I thought you just wanted it in the scepter, I wasn't thinking about cheating stuff out. Anyway, you can still tap scepter at instant speed, so I still don't get why do you need to cheat anything?

Sean_Delta

Why wouldn't it work? What from hand is preventing?

Sean_Delta

I love the idea, and it looks funny to play. I also like a lot that they can be used to add difficulty or just challenge to bigger enemies, allowing to avoid players mass attacking a single fiend enemy. And the fact that using them in combo also makes them better. The lore is really nice, too.

On the formatting side, I noticed small errors. You roll with disadvantage, not disadvantageous. I would also just make a bit clear how bound ability and attacks work. And maybe some other minor adjustments. I'm not English native so I may have missed something.

Sean_Delta

Ok, that's make sense

Sean_Delta

It's just [[Ceremonious Rejection]].

Sean_Delta

How? It doesn't have anything to do with that. Ward cost is related to who pay it. So the answer should be something like: "ward pay X life, where X is {name} controller devotion to red". This is just the idea, not the actual formatting, of course.

Sean_Delta

I think 'another' or 'any other' instead of just 'a' will do the trick.

Sean_Delta

The idea looks great, but I think you should post at least a draft of its stats if you're searching for any suggestions so that we can work on balancing it out.

Anyway, I can already say something on just your concept: first, if you want it to be an early loot, it has too many features and versatility as it is, even considering stats scaling. You may think about making it a legendary item, so that allows you to create a more complex weapon that gains effects as the user experience grows. I say legendary because usually, even magical items have standard effects unless they're, in fact, legendary, but of course, the rarity meaning depends just on your settings, so it can be just a "simple" wondrous item/weapon. I suggest the weapon to have some kind of "mastery levels" that don't need to be related to the user level but just on their experience. This still allows for scaling with levels, you just need it to use any ability modifier in it. Consider adding attunement requirement.

Some ideas: - Weapon (anchor) mastery level 1: The anchor is a mace-like bludgeoning meele martial weapon with thrown property. It has a chain, and you can spend an action to use it to retrieve the anchor as long as it's not blocked or stuck. - Level 2: The chain is now magical, and you can now retrieve the anchor even if stuck or blocked and even pull heavy objects or creatures to you with it. It may also allow you to do some basic water or earth related cantrip thing. - Level 3: You can now expend one of the anchor magical charges to make it change size. It starts as medium, and you can grow or shrink it by a size for each charge you expend. You can even add some bending-like features related to its size: small/tiny, water power, speed, and shape-shifting; big/huge, earth power, heavy, and ground trembling.

Make its hit throw and its charges related to Strength (or any other) modifier, and you may have something.

Lastly, a classic but always good tip: find official references, start with existing material, and modify it step by step.

Hope I've been helpful, have a nice homebrewing!

Sean_Delta

I mean, knowing his story, it isn't even that out of nowhere. Not all evil are evil in everything.

Sean_Delta

I think that was the joke...

Sean_Delta

*The Prequel