Difference between revisions of "Talk:Judge of Existence (3.5e Class)"

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m (Removed my rating as I have now adopted the page.)
 
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== Ratings ==
 
== Ratings ==
  
{{Rating |rater=The-Marksman
 
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|reason=Looks pretty fun! I love the different aspects of reality that they get control over. Some classes spells feel like spells ... an external magic force that you're directing. I like the way this is written because it kind of feels like something your character is controlling more than some magic force. Great capstone as well!
 
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{{Rating |rater=ProphetPX
 
{{Rating |rater=ProphetPX
 
|rating=like
 
|rating=like

Latest revision as of 23:28, 7 July 2019

Check out the Archive for older discussions.

Ratings[edit]

RatedLike.png ProphetPX likes this article and rated it 3 of 4.
very well put together and complete class. I am not an expert but i just like it. Seems rather atheistic though? :-\
RatedLike.png Zhenra-Khal likes this article and rated it 3 of 4.
Bravo. I may consider using this in my own campaigns; Sort of a Doctor Strange appeal to it.
RatedLike.png Paleomancer likes this article and rated it 3 of 4.
I really like the "mystic physicist" nature of this class. Mechanically, this class is very unique, which makes this stand out positively from other spellcaster variants. I do agree with previous comments that the grammar is still confusing, and I think that you should put on the class table when the player gets new detections, shapes, and transmutations (look at Warlock or swordsage for examples), because it is hard to sort out the class feature descriptions. With a little work, I would happily favor this article.
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Luigifan18 likes this article and rated it 3 of 4.
This rating refers to a substantially different version of the article, or concerns mentioned in it have already been addressed.
The grammar could use a lot of work, and some of the class features, particularly transmutations, are incredibly confusing. However, the class does look very interesting.
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Wildmage is neutral on this article and rated it 2 of 4.
This rating refers to a substantially different version of the article, or concerns mentioned in it have already been addressed.
Well that changed a bit, im probertly not gonna play it myself still needs more fluff for my taste but i will allow my players to play it now.
RatedLike.png Qwertyu63 likes this article and rated it 3 of 4.
The idea of a master transmuter, altering reality to his whim, is a very interesting one which I like. If well written you would have a 4/4 Favor from me.

Sadly, the writing is very confusing, and I'm not 100% sure what exactly they can do. Therefore, 3/4 Like. I'll be watching.

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Fluffykittens is neutral on this article and rated it 2 of 4.
This rating refers to a substantially different version of the article, or concerns mentioned in it have already been addressed.
For the reasons given below.
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Foxwarrior is neutral on this article and rated it 2 of 4.
This rating refers to a substantially different version of the article, or concerns mentioned in it have already been addressed.
It seems to be a perfectly decent class, with actually a rather nice blend of different kinds of powers.

It gets a neutral because I'm not actually excited about it. Perhaps with different fluff sections I'd be impressed, but I have no idea what you'd have to do.

Fox, yes, revamp happened recently. Much less to read. However, Tarkisflux is working on rewording it - thus would suggest holding back on rating until he is finished (to keep from having to rerate again and again).--Franken Kesey (talk) 04:16, 7 August 2013 (UTC)
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MisterSinister is neutral on this article and rated it 2 of 4.
This rating refers to a substantially different version of the article, or concerns mentioned in it have already been addressed.
Even after the request for an update, I still don't see a need to change my rating. I still don't really follow what this class is about, there's still a lot of very strange naming and rules conventions, and a lot of things in this class are still worded in a manner that confuses me.


I would like to request a rating update. --Franken Kesey 12:43, 31 July 2012 (UTC)
Maybe you should actually change something first. --Foxwarrior 19:51, 17 August 2012 (UTC)
Did you know? None of our complaints had to do with psionics. --Foxwarrior 20:45, 17 August 2012 (UTC)
Foxwarrior, Yes, it was noticed; I had been meaning to change to magic for some time now. You can still play the psionic variant, just give me a minute to get the page up. Is magnetism better?
MisterSinister, could you clarify as to what strange names and rules you are referring to? --Franken Kesey 20:58, 17 August 2012 (UTC)
Yeah, it's better, but why was that your solution? Were those restrictions just because you were worried that it was going to be too powerful otherwise?
If I had to hazard a guess, I'd say MisterSinister meant basically all of them. --Foxwarrior 21:27, 17 August 2012 (UTC)
I did not wish for the bolt/steps to be used more than once each. If left alone (without restrictions), there would be little cause to chose a bolt over seven steps that can be flung across the battle field at all times… (Though such a feature could be fun.) Magnetism, as it is, is quite potent, in essence returning enemies weapons with a vengeance! --Franken Kesey 21:44, 17 August 2012 (UTC)

"At 2th level a judge gains the ability to heal allies. As a full round action, judge can heal up to 1d4+1 hit points times their Judgment rating (6d4+6 at Judgment rating 6), the dice may be split amongst multiple allies (in 1d4+1 increments), and/or to used to heal the judge; this feature may be used to damage negative energy creatures. Example: 3d4+3 health to Talleyrand, 1d4+1 health to self, and 2d4+2 damage to an undead (at 6th level). This may be done once per encounter."

OK. So what range is this at? Is there a cap on how many targets you can affect? What's an encounter? Does it cap out at Judgment 6 or is that an example? Why do you have so many run-on sentences? What's a 'negative energy creature'? It's stuff like this, which basically comes down to the text being silent on an important topic that makes it very difficult for me to rate this whole class as anything but 'meh'.

Additionally, there are certain notational conventions and axioms which we follow when writing DnD rules for a reason - it makes more sense. You... don't. - MisterSinister 23:19, 17 August 2012 (UTC)

Was already noted that greater force of health replaced force of health, and supreme replaced greater – yet have added extra notation of this on page.
Yes there is a maximum amount of potential targets equal to how many increments one has (6 for force of heath, 11 for greater, 15 for supreme). Abet very minor healing. An encounter span is completely up to a GM. Noting that at 7th level (less than one half of the class), a judge has access to 6 features (excluding spells). Four features are per day (gravitational force, turn or rebuke elementals, nuclear force, and greater gravitational force) – equating to at least 11/day (additional with charisma scores above 11). Two features are per encounter (electric force and greater force of health) – equating 5/encounter. One should have enough abilities regardless of how stringent the GM is.
Negative energy creatures are noted in SRD:Cure Light Wounds. --Franken Kesey 22:08, 19 August 2012 (UTC)
Are you suggesting that its balance should be dropped? The consolidations did not in fact remove any features – all is still there – just simplified and standardized. --Franken Kesey (talk) 13:45, 6 October 2012 (UTC)
If you took out the really good spells, I suppose so. --Foxwarrior (talk) 17:44, 6 October 2012 (UTC)
Does it now deserve the balance? --Franken Kesey (talk) 18:01, 13 October 2012 (UTC)

Article is now ready for rating updates.--Franken Kesey (talk) 18:28, 21 September 2013 (UTC)

Main changes done, some of the ratings need to be refreshed. --Franken Kesey (talk) 23:28, 29 October 2013 (UTC)

Add New Ratings Below[edit]

New New Comments[edit]

Completely redid the class. Merged the old Shape, Detect and Telekinesis into a moderate psionics progression. Gave the psionics instead of spells. Then simplified transmutations.--Franken Kesey 17:07, 26 March 2019 (MDT)

Overview[edit]

I've been tasked to look at this. Let's see. Cleric chassis with psiwarrior progression. Looks gishy. Good good... that's a short power list. Alright, what do we do.

Transmute is interesting. I like tactical stuff like this. Looks like it does different things with levels. You gain some transmuty powers, and while I haven't checked the balance of some of those more unknown powers, I see nothing wrong with the progression of this ability as is. You get bonus feats, some psionic version of "specialist spell slots", and wish 1/day for free as the capstone.

Oh, we're at the end. Short and sweet, that's a positive.

Assuming the Transmute X powers aren't funky, looks solid to me. Thumbs up. When I check the powers and have more time I will rate it proper. -- Eiji-kun (talk) 20:07, 27 March 2019 (MDT)

LikedPaleomancer +, Qwertyu63 +, Zhenra-Khal + and ProphetPX +
UncountedRatingFluffykittens +, Foxwarrior +, MisterSinister +, Wildmage + and Luigifan18 +