| Post/Author/DateTime | Post |
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| #1CypherSevenJul 02, 2015 3:28:58 | Here's a Witcher class I made. I looked around for everything I could find relating to it and tried to make the class.
I know there are some decoction effects I need to change and add components to but it's getting late.
Any huge balance issues or things that stick out that I missed or are problems? What are your thoughts on it?
https://drive.google.com/file/d/0B9ePUWJ_GznBQjdSUVoxNFFNYjg/view?usp=sharing |
| #2CypherSevenJul 03, 2015 12:36:48 | Dead forums is dead. |
| #3OrwellianHaggisJul 03, 2015 13:33:34 | I felt sorry for your lack of replies, so I had a look.
I'm not a numbers man, so I can't comment on balance. I was put off by the amount of information presented about tonics. I tried to keep reading, but by the time I got to blade oils I was done. The section on gathering ingredients seems to be well thought out, but having rules around the expiration of materials seems out of sync with the feel of 5e (for me, that means simpler, less tracking of minutiae).
I'm sorry I can't comment further. |
| #4CypherSevenJul 03, 2015 14:53:29 | I think I made them last 3 days so players can't stock up on tons of them. If you don't have limit it gets kinda un balanced. Thanks for reading it though.
I'll change it around so it's easier to read thanks for the info. |
| #5rampantJul 03, 2015 15:07:24 | Somehting that would help would be to explain the signs a bit better, I couldn't find their spells per day chart if they even have one, so yeah there's that.
A large issue you have is you've spent a lot of effort getting a lot of details on these guys, likely from a movie or game I'm not familiar with, and you've made a few mistakes based on that.
1.) The pendant and the silver weapons need to be divorced form the class a bit. Silver weapons are already a thing so it's easy enough to simply alter the starting package and get rid of that ability that grants bonuses dependning on which weapon you're using against which creature type. Having that and fighting styles is abusing the game math too much. The pendant needs to be a magic item not a class feature, and not a class feature that manifests as a unique magic item. Remember a class is what you do, not what you've bought/stumbled accross.
2.) The alchemy stuff is way too complex and intensive. I mean you've already got magical warrior going on, adding alchemy is pushing it man. IF you wanna keep it I have to encourage you to simplify and codify because right now the tonics and such are way too reliant on luck/dm fiat. Have you ever played/read the rules for an RPG called Tephra? They have a very solid approach to crafting that works well for RPGs, and I think your alchemy system would benefit form incorporating some of those features. |
| #6KishriJul 03, 2015 17:14:47 | In honor of the Witcher III PC release (especially the one on STEAM), I propose the following adjustments that will make playing a Witcher Class in a campaign much more like the actual game:
Clunky Movement: All terrain is considered as difficult. The Witcher, however, gains 5' of sliding movement when he ends a move action that has traversed 5' or more. The slide is always in the direction of the movement when ended. If stopping to avoid a hazzard, such as a cliff, or trying to pick up and object/herb, the witcher gains an extra 5' of move towards the hazzard or away from the object/herb.
Grabby Terrain: Moving within 5' of any obstacle like a rock, bush, tree, wall, etc ends the Witcher's movement for that round no matter how much more movement the Witcher has remaining. Until the Witcher's next turn, the Witcher suffers the grappled condition.
Can't Take a Fall: Any fall from 10' or more bestows upon the Witcher the dying condition.
Prominent Presence: The Witcher may be able to sense things with the Witcher senses, but every creature in the game can sense the Witcher. A Witcher can't stealth.
Pariah: Nobody likes you. Even if you save the village, people will still spit, hiss, bully and even attack you. Permanent disadvantage on all CHR saves and checks.
Commited Actions: Your combat movements are so slow and/or locked that you can never delay or ready an action.
Scaled Down Graphics: The Witcher has disadvantage on all perception or investigation checks that involve seeing details clearly.
Can't Learn From Fighting: Witchers never gain experience from combat. Witchers, however, may gain xp from quests and solving puzzles and such.
Elusive Mount: Any Witcher who has a mount or companion will always find their mount or companion behind an obstacle like a wall or such. The mount gains cover, but it takes the Witcher his whole move to reach the mount, and the Witcher's Clunky Movement and Grabby Terrain class features are applied to the mount as well. Mounts also gain a very poor turn radius meaning no turn greater than 90 degrees can be made. Furthermore, the Witcher is so awkward at mounted combat that the use of any melee weapon is at disadvantage.
Hard Water: In order to submerge, a Witcher must expend half his move.
My appologies to the OP, for I couldn't resist.
As far as the OP's class goes, there are a lot of very cool ideas, but I feel many of them aren't well suited for a specific class. The alchemy, for example, which is very cool, shouldn't be a class feature, but more something that is part of the campaign that any class could attemp to engage in. The Witcher would simply gain proficiency and or benefits when using that system of alchemy. Ditto the silver weapons.
Frankly, since the Witcher always has a silvered weapon in the game I would simply rewrite that feature to say something like, "A Witcher is adept at fighting the undead and supernatural. Therefore, all weapons the Witcher wields are considered to be of the material needed to overcome a creature's (list the creaure types here) damage resistance."
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| (Reply to #5)CypherSeven |
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| (Reply to #7)rampant |
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| #9Logain08Jul 04, 2015 1:45:55 | I went over it, and I have to admit I really like it: it's flavorful and as far as I understand the lore, you stay quite true to it. As far as D&D goes, however, I think witchers are probably a bit too strong. You effectively give them a free magic weapon (with a +1 bonus to attack rolls and damage, later on even +2), evasion as a maneuver seems very powerful for a level 3 feature, and just in general the class seems to have a lot going for it. Thematically all very appropriate though :-) Witchers are badass and you created a class that fits that archetype very well IMHO.
Question: what use does adrenaline control have? As I see it, all signs (save for Heliotrope) take one action to cast. So normally you can only cast one sign per turn anyway. So I don't really understand what this level 15 feature does for a witcher that takes the mystic path. |
| #10rampantJul 04, 2015 7:16:57 | I think a big part of the problem is also that the witchers are an order of elite mutant warrior alchemist mages from what I can find about them online, not really the traditional perview of a base class. On the other hand they start young enough that they aren't really ever anything else. It's a tough concept to convert. |
| #11Slit518Jul 04, 2015 7:34:20 |
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| #12Varden_KholJul 05, 2015 21:45:48 | As a much simpler approach to tonics, decoctions, and oils I would allow one effect from each to be applied at the end of any short or long rest and last until the next rest. It would simplify a lot of the expiry rules etc. Think of it like a Totem Barbarian who could adjust his totem path choices on each rest. Seems pretty flavourful and powerful in my mind.
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| #13LupusRegalisJul 05, 2015 22:34:37 | D&D, the Dumbing Down: When Simplicity is a more important goal than an interesting and fun Character or Class to play... way to go WotC. |
| #14rampantJul 05, 2015 23:08:55 | The big problem is how the class's major defining feature is tied up in random tables and all that crap. Regardless of how well that may or may not simulate the games/books it's just not good class design. It puts the work of controlling the class's power availability on either dice, which are mindless and either random or rigged, or the DM who has enough crap to deal with without having to hand hold the player classes into the balanced zone all the time. That's the job of the class designer. |
| #15strider13xJul 06, 2015 8:47:52 | I would start with the Ranger and make a sub-class for Witcher using the UA Artificer as inspiration. Complexity only slows the action down for all players involved and the DM has enough to do to. The players can reskin current mechanics to make for an interesting story. |