Talk:Perfect Blade (5e Subclass)
Nice job picking this up. Just gotta work on a few things to make it playable. Cheers--Yanied (talk) 07:28, 13 November 2019 (MST)
As per the review request:
- wording for rests and "per round" need to be amended to fit 5e wording, ex: "once per turn" rather than round, "you regain use of X after you finish a short/long rest". For the reactions though I guess this can work
- Perfect parry should specify if it is a melee specific feature or not because otherwise it can pair with perfect block.
- Rather than specify each maneuver's limited use, how about make it so you can only use one of the three given features a turn?
- Not sure what exploding dice or standard critical is. When writing for a regular page, you include mentions of variant rules you reference as design notes because it is assumed everyone is playing the normal rules and level of balance.
- Wounding, gouging and bleeding are not damage types nor conditions in 5e normally.
- Instead of saying "you must end your turn after so and so" you should say that it uses your bonus action after your action to activate, reduces your movement speed to 0, etc, etc, until the end of your turn.
- I don't think there is a full grasp of how 5e works with some of the wording. It sounds much more casual or suited for action games. Needs a mechanical tweak for some of the features like secondary strike and steady stance (that's not really how dodge works in the game)
- All the stances in general need a rewrite from a mechanical perspective. What is "forfeiting" and how does that change to another stance, since they all sound passive permanent? Are they activated by an action?
- Untouchable parry allows you to knock anything prone essentially with no attack roll or saving throw. This needs a slight nerf. Maybe make it so you force them to fail and you can use it so and so amount of times.
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