Talk:Electrokinetic (5e Class)
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Needs balance[edit]
Way to go friend, now this class is actually well written. BUT I have a few nitpicks.
- Energy - does not state when you regain spent battery core points
- Gigawatt Blades - imo this should be bonus action tu activate, no one likes spending their entire turn(bc what else can you do with just bonus action) to activate your powers and just wait. Also, imagine this: Having 13 or less charisma will make this feature last for 1 turn. So you could activate it, do not use it, and next turn you lose this benefit, so i'd say 1+charisma rounds.
- Electric Conduit - not really a problem, but part about 6th level resistance should be written independently at 6th level. And generally features from base class should not be gained at the same time as subclass features, and here this happens every time. Again, not really a problem if this is a conscious decision, but you know.
- Karmic Path - idea of subclass being directed to certain alingment smells like AD&D, and there is a reason why that kind of restrictions are all but gone now. In short they impede free will and roleplay choices for PC's. If that would be "generally this, usually that, but exceptions happen" then that would be great.
- Thunder Drop - saving throw for damage is missing, preferably CON.
- Electric Drain - any kind of damage should be listed, it can have a addition stating "and ignore damage resistance and immunity", but there is no such thing like absolute damage. Also, this will probably come into play rarely, but you should never let PC regain his or hers hit points and class resources for free. Either giving limit to number of d6 equal to half level rounded down for short rest or something like that.
- Psychic Vision - at 7th level, should have the following: "unless creature successfully hides from you"
- Arc Restraint - why always with disadvantage, why minutes not turns, why creature cannot repeat saving throw at the end or beginning of its turns or as an action.
- Shock Grenade - "and it cannot avoid the damage " is not needed
- Induction Grind - not bad in and out of itself(except infinite healing and resource regaining), but in settings where this would not work this is a dead level. I suggest taking other feature and moving it here.
- Polarity Wall - bonus action, reaction?
- Lightning Storm - well, ok, none to add here.
Karmic Paths: Hero:
- Righteous Shot - "nearby enemy of your choice"
- Righteous Shockwave - missile, not missiles, you have only one reaction. Also, your targets should be grappled, or restrained, bc right now you just gave them flight.
- Pulse Heal - action
- Righteous Strike - hit points healing is already massive, regaining half of battery points of 8d6 on top of it is ridiculous
- Overload Burst - ok
Villan:
- Sadistic Blow - if it damages all creatures, you do not need to specifically write allies also take this damage
- Sadistic Shockwave - "Objects caught in the blast take the full 4d6 lightning damage." Don't know what that means, automatically fail the save?
- Bio Leech- this feature have a number of uses, as the individual attacks, or the grapple attempts?
If I have not written about something that means I feel like this is okay or I just forgot. Keep up the good work man. --Cezaryx (talk) 11:34, 7 January 2022 (MST)
“Electric Conduit - not really a problem, but part about 6th level resistance should be written independently at 6th level. And generally features from base class should not be gained at the same time as subclass features, and here this happens every time. Again, not really a problem if this is a conscious decision, but you know.”
- This was a conscious decision. Gaining resistance at the same time as being able to heal or drain other creatures just made sense to me.
“Karmic Path - idea of subclass being directed to certain alingment smells like AD&D, and there is a reason why that kind of restrictions are all but gone now. In short they impede free will and roleplay choices for PC's. If that would be "generally this, usually that, but exceptions happen" then that would be great.”
- This class was based off a video game where your actions determine your powers and were VERY “alignment” based. No good-aligned character would want to use anything sadistic, though I can see where some evil characters might decide to use some of the righteous features but those aren’t as fun for them.
“Thunder Drop - saving throw for damage is missing, preferably CON.”
- Not all damages (including thunder) require a saving throw. This is one such instance because it’s AOE.
“Psychic Vision - at 7th level, should have the following: "unless creature successfully hides from you".”
- The electrokinetic is sensing the neuroelectric energy of the living creatures. Hiding from this feature is not possible.
“Arc Restraint - why always with disadvantage, why minutes not turns, why creature cannot repeat saving throw at the end or beginning of its turns or as an action.”
- The creature is prone and can’t move easily, that’s why always with disadvantage. The electrical bonds can’t be broken, so no additional saves.
“Shock Grenade - "and it cannot avoid the damage " is not needed”
- It is absolutely needed because there are those that would think that they can unstick the grenade from themselves and avoid the damage.
“Induction Grind - not bad in and out of itself(except infinite healing and resource regaining), but in settings where this would not work this is a dead level. I suggest taking other feature and moving it here.”
- I would normally agree, except that it is not a dead level. There is a Karmic Path feature here, as well.
“Righteous Shockwave - missile, not missiles, you have only one reaction. Also, your targets should be grappled, or restrained, bc right now you just gave them flight.”
- If facing multiple opponents who hit with projectiles, as long as they are in the path of the shockwave, they will be deflected on a successful saving throw, hence “missiles”.
I believe I have fixed everything adequately, reworking and rewording to achieve balance. When I first created this class, I was still in the mindset of 3/3.5e trying to convert to 5e. Obviously it didn’t work out so well. I’ve gotten better at designing things for 5e that are balanced as I am learning the rules properly. --DarkSyde1369 (talk) 04:24, 8 January 2022 (MST)
- First thing - use paragraphs in talk pages when answering someone, this greatly helps readability when discussion lengthens. Done by sticking':' at the start of new line.
- Karmic Path - Exactly. Imagine the idea of Vigilantes or another kind of anti-hero still dedicated to law and overall good, but their methods are questionable if not outright disturbing, bringing them to technically level not too different from straight villans in the eyes of law enforcement authorities or other heroes. Also there exist idea of so called "soft villans", that's why I voiced my point.
- Thunder Drop - not all, yes. But mostly this happens when damage on adequate power level is relatively small, like for example Storm Herald barbarian's desert damage, being constant, but relatively small,2 to 5 damage max; or war wizard Deflecting Shroud feature dealing 7 to 10 damage to three targets. First case on 3rd level, wizard on 14th, where this kind of damage is small enough to almost wave your hand at it. But here damage is not going to be small, ranging from 2d6 to 10d6. And theoretically you can use this an unlimited number of times, unlike the afromentioned examples which need rage and war wizard class feature to be used to deal this damage. Save for half damage is kind of needed, and thunder damage likely deals with CON save. And really, "This is one such instance because it’s AOE"; imagine saying that to someone when they try to roll their save against fireball.
- “Psychic Vision - There are features which give you additional kinds of senses, like blindsense, darkvision or eny other. The thing is, hiding from truesight is possible, hiding from blindsense is possible. This is not about fluff and being or not being able to avoid this, hiding is a part of basic mechanics of dnd. Giving feature that simply circumvent that for all living beings(and non-living, as you said) is strong at high levels, too strong at 7th. That's why no feature gives truesight permanently, or blindsense or tremorsense permanently spanning bigger distances. And even then there is this line "Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you"
- Arc Restraint - I did not read this carefully, I omitted the part about target needing to be prone. Alas, giving PC ability comparable in effect to high level spell without concentration and without save is kinda, meh(This is the time monks get stunning strike, mind you, and this is wayy stronger). Number of turns instead of minutes is sensible, but either you must concentrate on this, or give the target(s) save at the end of the targets' turns, both of those in place make this feature somewhere at the level of 7-8th level spells. At 5th PC level.
- Shock Grenade - it blows up right after the knockback, "unsticking it" is not really an option, even as a reaction. I mean, GM could overrule this, but this would be just sad.
- Induction Grind - yeah, I did not saw that too
- Multiclassing - funny, only now have I saw that this class gives two set skill proficiencies, where ranger and rouge are the only which give one skill upon multiclassing into them, and chosen from the ones available to the class. Something to think about.
- Welp, that list is surely getting shorter each revision. As always, keep up the good work --Cezaryx (talk) 06:32, 8 January 2022 (MST)
- Thunder Drop - That wasn’t what I meant to say lol. I meant to say that it already has a saving throw and I didn’t want to bog down players and DMs with excessive amounts of rolling. I saw similar abilities, though (spells, etc.), so I fixed it.
- Psychic Vision - Actually, it’s been officially ruled on that if a creature is within the range of tremorsense, blindsight or truesight, it cannot hide from the creature with those senses. I also said it does ‘’’NOT’’’ work on non-living beings! The level acquired has been adjusted accordingly.
- Arc Restraint - This is more akin to ‘’hold person’’, a 2nd-level spell. Not having to concentrate would raise the level only by 1 (to 3rd level), which is well within the capabilities of a 5th level PC.
- Shock Grenade - If you had read this correctly, it blows up ‘’’before’’’ the knockback. “Unsticking it” is still not an option, even as a reaction, because it sticks to the target if it hits and blows up immediately.
- Everything else has been updated, so there should be no more issues. --DarkSyde1369 (talk) 12:54, 10 January 2022 (MST)