Difference between revisions of "Talk:Mender (3.5e Class)"
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: Realize, you can only heal someone to the max. Even with the class switching excess over to temp HP, there is still a limit (temp from this can not exceed normal max). Even though you can heal for 100d8, most of that will be wasted anyway. So don't heal for that much. That said, it is intended to be crazy. Healing needs the help to keep up. However, if you think I should increase the listed balance level, I can. I wasn't shooting for a given level anyway. To use the tiers (as they are the system I know), I saw this as solidly tier 3. {{unsigned|Qwertyu63}} | : Realize, you can only heal someone to the max. Even with the class switching excess over to temp HP, there is still a limit (temp from this can not exceed normal max). Even though you can heal for 100d8, most of that will be wasted anyway. So don't heal for that much. That said, it is intended to be crazy. Healing needs the help to keep up. However, if you think I should increase the listed balance level, I can. I wasn't shooting for a given level anyway. To use the tiers (as they are the system I know), I saw this as solidly tier 3. {{unsigned|Qwertyu63}} | ||
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+ | ::True, but it still effectively doubles a 4 person party's HP always and has the party always at full HP. To me, this means, unless your DM is throwing stuff dealing enough HP damage to kill (at double their HP) in one round, which is basically a save-or-die just using AC instead, this class makes the party effectively immune to HP damage. But wait, there's more! Positive Well makes the party immune to save-or-dies. So enemies can't kill the party with HP damage or spells. I see that as a problem. --[[User:Aarnott|Aarnott]] ([[User talk:Aarnott|talk]]) 20:56, 11 November 2013 (UTC) |
Revision as of 20:56, 11 November 2013
Just starting this page
All comments welcome. —Preceding unsigned comment added by Qwertyu63 (talk • contribs) at
Multiplying Wis an Cha
This may have results you aren't expecting. Small differences in stats will make bigger and bigger changes as levels are gained.
For example:
- Level 1 14/14 gives 4 points, 16/16 gives 9 points. Maybe this doesn't seem like a big deal (although double is pretty huge to me, it is a 5 point difference).
- Level 5, we can have a +2 item for both of them. 16/16 gives 27 points, 18/18 gives 48 points (21 point difference).
- Level 10, we can have a +4 item for both of them, one stat is +2 from levels. 20/18 gives 100 points, 22/20 gives 150 points (50 point difference).
- Level 15, we can have a +6 item for both of them, one stat is +2 from levels, another can be +2 from wishes at this point. 22/22 gives 288 points, 24/24 gives 392 points (104 point difference).
- Level 20, we can have a +6 item for both of them, one stat is +5 from levels, both are +5 from wishes. 30/25 gives 700 points, 32/27 gives 880 points (180 point difference).
- Alternatively, we can have a +6 item for both of them, one stat is +3 from levels one stat is +2 from levels, both are +5 from wishes. 28/27 gives 720 points, 30/29 gives 900 points (still 180 point difference).
That's the first thing you may want to consider. The points get crazy in the first place, but they also diverge fast. --Aarnott (talk) 16:55, 6 November 2013 (UTC)
- Starting at 16/16 is in fact the base from which all my math is done. The class assumes that you have decent scores in both. I am aware that slacking off on one can sink your points total. —Preceding unsigned comment added by Qwertyu63 (talk • contribs) at
Healing Burst
It be crazy. Considering the extreme case of level 20, you will heal 100d8 (standard action) + 90d8 swift action. That's 855 HP each round, which can go for a while given the number of points you get. Or you can use split burst for 65d8 to 2 targets + 55d8 to 2 targets for a total of 240d8 or 1080 HP. Not really a moderate balance class (and above a high balance class too, but maybe not good enough for VH). --Aarnott (talk) 17:05, 6 November 2013 (UTC)
- Realize, you can only heal someone to the max. Even with the class switching excess over to temp HP, there is still a limit (temp from this can not exceed normal max). Even though you can heal for 100d8, most of that will be wasted anyway. So don't heal for that much. That said, it is intended to be crazy. Healing needs the help to keep up. However, if you think I should increase the listed balance level, I can. I wasn't shooting for a given level anyway. To use the tiers (as they are the system I know), I saw this as solidly tier 3. —Preceding unsigned comment added by Qwertyu63 (talk • contribs) at
- True, but it still effectively doubles a 4 person party's HP always and has the party always at full HP. To me, this means, unless your DM is throwing stuff dealing enough HP damage to kill (at double their HP) in one round, which is basically a save-or-die just using AC instead, this class makes the party effectively immune to HP damage. But wait, there's more! Positive Well makes the party immune to save-or-dies. So enemies can't kill the party with HP damage or spells. I see that as a problem. --Aarnott (talk) 20:56, 11 November 2013 (UTC)