Difference between revisions of "Talk:Bender of Time (3.5e Class)"

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(Trap Save?)
(made it more list-looking)
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== Problems ==
 
== Problems ==
 
I've got a short list. Here you go.
 
I've got a short list. Here you go.
1) The trap save seems very inconvenient. Calculating percentages of HP is ridiculous, especially when I have characters with 179 HP maximums... that requires calculator work, and I don't want to bring my calculator to D&D because of Steve's Time Bender special ability.
+
:1) The trap save seems very inconvenient. Calculating percentages of HP is ridiculous, especially when I have characters with 179 HP maximums... that requires calculator work, and I don't want to bring my calculator to D&D because of Steve's Time Bender special ability.
2) There are dead levels all over here. Level 4 particularly bothers me, because the first three levels have a bend every level, and level 3 grants a feat. But level 4 is empty. So is level 6 (though you do gain a feat then). And so on and so forth. It's not an interesting progression is 40% of the time you're not actually gaining anything interesting.
+
:2) There are dead levels all over here. Level 4 particularly bothers me, because the first three levels have a bend every level, and level 3 grants a feat. But level 4 is empty. So is level 6 (though you do gain a feat then). And so on and so forth. It's not an interesting progression is 40% of the time you're not actually gaining anything interesting.
3) There are all sorts of ways to get screwed here. The abilities range from very useful in combat (like the attack action Time Encapsulation. Being accessible at level 1, it's a little over the top) to totally utility/for the lulz (I'm looking at Reverse Entropy and Temporal Battle right now). Those are included ''in the same list'' of which you will only have 5-7 before they become weak in the face of stronger abilities. By the time you retire your character, you probably won't have more than 10. Why would you waste space on a "lol we can do stupid things" ability when you ''honest to god need to survive'', and only the obnoxiously OP abilities can help a character. Either split the for-fun ablities away from the useful abilities, or just dump them (splitting can give you something to fill those empty levels).
+
:3) There are all sorts of ways to get screwed here. The abilities range from very useful in combat (like the attack action Time Encapsulation. Being accessible at level 1, it's a little over the top) to totally utility/for the lulz (I'm looking at Reverse Entropy and Temporal Battle right now). Those are included ''in the same list'' of which you will only have 5-7 before they become weak in the face of stronger abilities. By the time you retire your character, you probably won't have more than 10. Why would you waste space on a "lol we can do stupid things" ability when you ''honest to god need to survive'', and only the obnoxiously OP abilities can help a character. Either split the for-fun ablities away from the useful abilities, or just dump them (splitting can give you something to fill those empty levels).
4) The lists here are limited as hell. There will only ever be 1 combination of Major Bends for a level 20 Bender of Time, because there are only 5 listed Major Bends. In addition, Timeline View, Time Encapsulation, and Time Breath are ''required'' for Time Benders going to the high levels, so the number of combinations possible with Minor Bends is small too. Flexibility is just a pretense with this system, and it bothers me.
+
:4) The lists here are limited as hell. There will only ever be 1 combination of Major Bends for a level 20 Bender of Time, because there are only 5 listed Major Bends. In addition, Timeline View, Time Encapsulation, and Time Breath are ''required'' for Time Benders going to the high levels, so the number of combinations possible with Minor Bends is small too. Flexibility is just a pretense with this system, and it bothers me.
 
--[[User:For Valor|For Valor]] 17:15, 14 July 2011 (UTC)
 
--[[User:For Valor|For Valor]] 17:15, 14 July 2011 (UTC)

Revision as of 17:21, 14 July 2011

Broken

At 7th level, you can immedietly gain an extra standard action every round, for free. That is beyond broken in D&D action economy. At least, I think so. 98.214.154.132 01:56, July 28, 2010 (UTC)

See wizard-level material. You can do a lot worse than this. That's why it's labeled wizard-level. Because it can potentially break the game with a little effort :-P --Ghostwheel 03:58, July 28, 2010 (UTC)
7 levels is a lot of levels to put into some measly doubling of power. Especially at Wizard-level. --Foxwarrior 06:40, July 28, 2010 (UTC)

Problems

I've got a short list. Here you go.

1) The trap save seems very inconvenient. Calculating percentages of HP is ridiculous, especially when I have characters with 179 HP maximums... that requires calculator work, and I don't want to bring my calculator to D&D because of Steve's Time Bender special ability.
2) There are dead levels all over here. Level 4 particularly bothers me, because the first three levels have a bend every level, and level 3 grants a feat. But level 4 is empty. So is level 6 (though you do gain a feat then). And so on and so forth. It's not an interesting progression is 40% of the time you're not actually gaining anything interesting.
3) There are all sorts of ways to get screwed here. The abilities range from very useful in combat (like the attack action Time Encapsulation. Being accessible at level 1, it's a little over the top) to totally utility/for the lulz (I'm looking at Reverse Entropy and Temporal Battle right now). Those are included in the same list of which you will only have 5-7 before they become weak in the face of stronger abilities. By the time you retire your character, you probably won't have more than 10. Why would you waste space on a "lol we can do stupid things" ability when you honest to god need to survive, and only the obnoxiously OP abilities can help a character. Either split the for-fun ablities away from the useful abilities, or just dump them (splitting can give you something to fill those empty levels).
4) The lists here are limited as hell. There will only ever be 1 combination of Major Bends for a level 20 Bender of Time, because there are only 5 listed Major Bends. In addition, Timeline View, Time Encapsulation, and Time Breath are required for Time Benders going to the high levels, so the number of combinations possible with Minor Bends is small too. Flexibility is just a pretense with this system, and it bothers me.

--For Valor 17:15, 14 July 2011 (UTC)