Talk:Mistborn (5e Class)
Class needs to be gone over with a fine comb because of the potential for abuse in the class and that the class is so unique.--Blobby383b (talk) 10:02, 8 July 2017 (MDT)
- If I can add:
- This doesn't know if it's called "mistborn" or "allomancer"
- Gives "mistcloak" as an armor proficiency, but it's not a piece of armor
- Introduces a lot of stacking bonuses (+1 here, +2 there, etc) , where 5e design has been careful to remove (most) stacking bonuses. Marasmusine (talk) 10:07, 8 July 2017 (MDT)
- As it stands now, this class would require an exorbitant amount of time to read through and fine tune. I am not interested enough to be bogged down for at least several days carefully reading through the class and making it useable, but I will come back and check on the progress made by the original author Dread Claw has made to the class and offer some help where I can seeing as they are new and creating a pretty complex class.--Blobby383b (talk) 10:30, 8 July 2017 (MDT)
- How should I change Brass Zinc Gold and Electrum, and Atium? Also I fixed the vials --Dread Claw I fixed Electrum where essentially you use it and then you are in a crying ball after seeing yourself die.
- Change Brass and Zinc to 5e skills such as Intimidation, Persuasion, and Deception. For example you would have +2 to Persuasion checks to stop somebody from fighting, see Brass Anger. I am unsure of how to fix Gold, maybe change the description to imitate someone else instead of a fictional different version of yourself, because the current description does not make sense. Electrum is much better, could change to 1-2 exhaustion because being stunned is bad already. For Atium, the wording just needs to be changed, I will do that soon.--Blobby383b (talk) 14:37, 10 July 2017 (MDT)
- Thanks --Dread Claw
- On a side not you can also use frightend and charmed for other brass and zinc effects besides Intimidation, Persuasion, and Deception. Conditions work differently than skills, the creature you are affecting rolls a saving throw instead of you rolling, an example of what that would look like: when trying to frighten a creature affected by X(metal), the DC of the saving throw is raised by +1. Another example is: when trying to frighten a creature affected by x(metal), it has disadvantage on the saving throws to not be frightened. Saving throws are what happens when you try to avoid an aoe spell like fireball as well as several other spells and some items effects and class features for example. --Blobby383b (talk) 09:52, 11 July 2017 (MDT)
Few things to note about the class:
- Add weight for small vial, vial, and large vial for each metal
- Improved Metallurgy. large vial should be changed to consume an action and a bonus action, there is no entire turn term
- All metals wording should be more concise, it is unacceptable how wordy it is now
- Brass, Zinc, Gold, Electrum, and Atium need changing
- Brass and Zinc don't work in 5e conceptually unless your DM is very lenient about what your class can do
- Gold just does not make sense
- Electrum is completely overpowered, you should not be able to see the future
- Correct wording on Atium is for you have advantage on all ability checks, skill checks, and attacks
Final Notes:
I fixed Brass and Zinc I also added 1 level of exhaustion to Gold and reworded Atium --Dread Claw
- I noticed that all the numeric bonuses to skills are still there. That's not how 5e works.
- I'm trying to understand how even the 1st level works.
- I get "metallurgist's tools", and the proficiency in it. If it is mandatory equipment, it should be in the starting equipment. It also needs a cost and weight, in fact it should have it's own equipment page, stating exactly what ability checks you can add your proficiency bonus to.
- Vials are in the PHB. Small vials aren't. There probably shouldn't be a distinction. Items weighing less than ½ lb. do not need a weight (unless, like coins, you're going to carry them in bulk of 50 or more). Again, shouldn't some vials be in the starting equipment?
- I can fill a vial with "allomantic metals". Are these metals I have to buy or acquire?
- At this point, I know that I can use an action to have 8 "metal slots" or a bonus action to have 1 "metal slot", it seems repeatedly. The class table has a column "maximum slots per metal", but this is not explained.
- Burning. It says "you gain the ability" twice in a row. This is confusing fluff which can be removed. It says I "understand" and refers me to the "metals known". I do not recommend using two different terms for the same thing. I know 4 metals. It doesn't explain what this metals might be, I suspect there is a missing reference or wikilink.
- I can use an action to burn 1 to 3 metals. I can burn at a Weak power level, burn at a Strong power, or burn at a Burn power level (which is a bit confusing). I don't know what the metals I'm burning are.
- It says "When you ingest metals to gain slots". I think this is referring to the "drinking" action of the Metallurgy feature, but that's not explicit. Am I burning the metal that was in the vials, or am I burning the metal slots that were created by drinking the metal?
- I need an example, let's try and find where the metals are.
- First one seems to be iron?
- I prepare by drinking a vial with a maximum of 4 iron slots.
- As an action on my turn I burn 1 to 3 iron (I'm assuming this means iron slots). I can burn the metals at Weak or Strong power levels. Does this mean I burn each iron slot at a power level? Or does it mean I choose a power level, then burn 1 to 3 iron on that effect? But the effects then specify "spend 1 iron slot" or "spend 2 iron slots".
- Iron is an action metal, so I use my action to "activate the effect". But I've already used my action to burn the iron slots. Is it supposed to be the same action, or do I wait until the next turn? How long does the metal burn for? Marasmusine (talk) 09:44, 22 August 2017 (MDT)
- 1 I don't see the bonuses and if you are talking about the bonuses the metals give, they are temporary.
- 2 I don't think you get starting equipment if you multiclass and it's hard to be a Mistborn without your metals which means you need Metallurge's Tools.
- 3 There are allomantic vials in the starting equipment and I renamed them to allomantic vials.
- 4 You get to choose the metals you understand, kind of like choosing which spells you learn (atium doesn't take up one of these spots).
- 5 You choose the metals you burn, and it means you can burn 1-3 different metals at once with only one action.
- 6 The ingesting metals to gain slots is referring to the drinking of the vials.
- 7 I can give you an example I just don't understand the request of where the metals are? And what's with the first one seems to be Iron?
- 8 You choose a power level and burn the required amount of slots to achieve that power level, and the activation is the burning.
- 9 the metal burns until the end of your turn if it's action if it's duration it burns until your next turn in which you can either turn it off with a bonus action or you can let it keep burning and spend more slots. The difference between action and duration is duration lasts when it's not your turn and doesn't require another action to keep burning
Sorry I didn't put this in the existing fiction tab when I created it but I did learn a lot of things about creating characters so thank you --Dread Claw
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