Talk:Rune Smith (5e Class)
Idea
If my character is made of metal, such as a warforged, would that mean I could carve runes into myself? --Azeric the Traveller (talk) 20:28, 26 March 2020 (MDT)
Well the warforged is in itself armor, therefore you should be able to as warforged cannot wear armor (basically yes) —The preceding unsigned comment was added by Thegrimreader (talk • contribs) . Please sign your posts.
Balance, Formatting, and Terminology
I can't help but notice that there are some issues with the following:
- A great multitude of spelling errors
- Features that don't tell you when they are granted within their individual descriptions.
- Several features and feature improvements that seem to essentially have the same effect as each other. For example, the changes in the Base Rune feature at certain levels for more complex runes with more slots to hold more triggers and effects, and the fact that you can just add more triggers and effects at higher levels regardless of type of rune base (the total additions of which are absolutely absurd).
- Unspecified features (like Modifiers) that don't seem to be addressed anywhere. (How do you add a modifier to a rune?)
- Subclass features are listed in too many places
- Quite a few terms are used here that aren't defined in D&D 5e. (Is this a copy-paste from another version or another system?)
- Too many effects can be learned, meaning that despite the differences in how each rune smith applies their runes, each runesmith will have almost the exact same knowledge as any other rune smith at higher levels.
- It either takes way too long to make a rune, or the DC to make a run is far, FAR too high.
- So much short-hand is used that it's not very easy to read.
- Limits on ability usage are not very well defined (if at all), nor are when expended uses regained well defined either (if at all). Some features seem like they should be limited in usage but aren't.
- It is not specified if a rune can have more than one copy of the same effect applied.
A complete overhaul of all wording (but not how the base features work) could fix much of this, easily. Some features just need to be heavily nerfed, while others need to be granted at different levels to fix the issue of several dead levels granting nothing actually useful (just learning a new effect or gaining an additional charge point isn't good enough: coupled with an increase in proficiency, maybe). I'm going to ask the Discord what anyone there thinks, but I might do quite a bit of this myself. I only hesitate because all the other pages I've worked in the "Incomplete" sections were either marked as abandoned or hadn't been edited in several months or even more than a year, and if I get started on any of this it'll mean huge changes in the three aspects I've titled this post as: Balance, Formatting, and Terminology. Please let me know if this would be appreciated, or if I'm overstepping my bounds and should back down a little. --IntellectMaster (talk) 23:02, 1 September 2020 (MDT)