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Personal Feedback regarding Balance


Guest Ludwig_II

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Guest Ludwig_II

Just a few personal ideas that I think will help with balance, based on my playthrough so far:

1 - Picking an Elementalist does not benefit that much. Their main benefit is being able to do %20 more damage with their element, with the disadvantage of losing the opposing element. However, any sorcerer or mage can also get these elemental specialities with %20 more damage using the low level abilities, and they do so without losing the opposing element. We could argue school specialist also lose their opposing school, however, they also gain something exclusive, -2 to saving throw modifiers for enemies receiving spells from their specialty school. I believe it would be better if these elemental speciality feats are exclusive to their respective elementalists and maybe also to dragon disciples with their respective colors, but not others.

2 - I am playing with most of the rule changes including revised weapon proficiencies, and I like it a lot. However, one feedback on that is regarding single Mage/Sorcerer classes. I'm playing as a Black Dragon Disciple, and I can pick 2-weapon style 3 times, and can use 2 weapons with quite a few attacks per round. This made me feel that I can play as a melee fighter nearly just as well as warrior classes, which I believe shouldn't be the case. My suggestion to keep the mage experience a bit more distinct is to restrict either using 2 weapons or putting any proficiencies into 2-weapon style for single class mages/sorcerers.

3 - Similar to the point above, I like the Revised Thac0 component but I think the minimum limits for cleric/thief and mages are a bit too low. My personal preference is having something like minimum 4 or 5 for Cleric/Thief classes (instead of 2) and having 8 or 10 for Mage classes (instead of 5)

So far these are what come to my mind. Overall, I really enjoy the changes of the mod. And I already restricted myself with the changes I described above, so these are not requests or complaints, they are just suggestions and feedbacks.

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21 hours ago, Guest Ludwig_II said:

Just a few personal ideas that I think will help with balance, based on my playthrough so far:

1 - Picking an Elementalist does not benefit that much. Their main benefit is being able to do %20 more damage with their element, with the disadvantage of losing the opposing element. However, any sorcerer or mage can also get these elemental specialities with %20 more damage using the low level abilities, and they do so without losing the opposing element. We could argue school specialist also lose their opposing school, however, they also gain something exclusive, -2 to saving throw modifiers for enemies receiving spells from their specialty school. I believe it would be better if these elemental speciality feats are exclusive to their respective elementalists and maybe also to dragon disciples with their respective colors, but not others.

2 - I am playing with most of the rule changes including revised weapon proficiencies, and I like it a lot. However, one feedback on that is regarding single Mage/Sorcerer classes. I'm playing as a Black Dragon Disciple, and I can pick 2-weapon style 3 times, and can use 2 weapons with quite a few attacks per round. This made me feel that I can play as a melee fighter nearly just as well as warrior classes, which I believe shouldn't be the case. My suggestion to keep the mage experience a bit more distinct is to restrict either using 2 weapons or putting any proficiencies into 2-weapon style for single class mages/sorcerers.

3 - Similar to the point above, I like the Revised Thac0 component but I think the minimum limits for cleric/thief and mages are a bit too low. My personal preference is having something like minimum 4 or 5 for Cleric/Thief classes (instead of 2) and having 8 or 10 for Mage classes (instead of 5)

So far these are what come to my mind. Overall, I really enjoy the changes of the mod. And I already restricted myself with the changes I described above, so these are not requests or complaints, they are just suggestions and feedbacks.

 

1. I think this could be solved by granting elementalists access to improved versions of the feats - greater aegis of rime, etc.

3. Right, I do think the current rules allow them to end up being almost as good as warriors and that kinda negates the point of multiclass characters.

Another balance issue:

I think multiclass fighter/mages are broken. In the original rules, they can use any weapons. So in this translation, they should start with 1 proficiency slot in all weapon classes. But TOF just gives them proficiencies in mage weapons like quarterstaffs and clubs which are more or less useless. So the weird thing is that fighter/mages get less/worse proficiencies than bards, thieves, clerics or any other class really.

 

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Thanks, this is very helpful, and I'll consider. 

On elementalists, I was balancing the class on the assumption that people are also using the component that requires you to learn one spell from the speciality list, and that's part of what to me makes them distinctive. I should also say that I was prioritizing flavor over strict balance, though obviously there's a limit.

On 6/16/2024 at 11:25 PM, roshan said:

I think multiclass fighter/mages are broken. In the original rules, they can use any weapons. So in this translation, they should start with 1 proficiency slot in all weapon classes. But TOF just gives them proficiencies in mage weapons like quarterstaffs and clubs which are more or less useless. So the weird thing is that fighter/mages get less/worse proficiencies than bards, thieves, clerics or any other class really.

That's a bug.

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