Talk:Esper, Variant (5e Class)
To IcedAlchemist; I undid your changes as I'd like this class to be playable, thank you very much ^^' Furthermore, this is NOT a Mob Psycho 100 class even though I was inspired by the espers of said show. I welcome edits as long as reasoning is given and that it helps the class balance-wise. Which, sorry to say, is NOT what you did. —The preceding unsigned comment was added by Tiguidi (talk • contribs) . Please sign your posts.
Hello. I'd like to ask if there could be some info as to what the DC of some of the abilities here should be, specifically one I was looking at; the Fake Senses feature from the Telepath specialization. Is it safe to assume it to be a standard Spell DC with Intelligence as its stat? Thus being 8 + PROF + INT?--Bhalandros (talk) 23:08, 30 November 2021 (MST)
- I would believe that’s the assumption, if there isn’t one listed. Although, there should probably just be a feature listed for the Esper DC, because I looked it over and I don’t think I missed it. --SwankyPants (talk) 09:14, 26 April 2021 (MDT)
- There's a specified DC on almost every feature that includes a saving throw, but this one didn't include it. Felt like asking before jumping to conclusions. Thank you. --Bhalandros (talk) 23:08, 30 November 2021 (MST)
- Hi there! You'd be correct in saying it uses the esper's Intelligence in the DC. I do admit many specializations (including the Telepath) may lack details as I had plans to update them but haven't found the time to do so. --Tiguidi
Hey hey, it seems that a bit ago someone swapped out the intelligence modifier to, "intelligence vallor." I'm p damn sure this isn't a thing in any form of dnd unless someone wants to correct me (which would be cool ig). --OctoDeath (talk) 01:44, 19 June 2022 (CDT)
Alright Midbuster, here's why I disagree with your changes. First off the extra ASI. In my opinion this class is already quite powerful, and actually has a decent amount of customization with the psionic powers. It's also not MAD so I don't feel like it needs the extra boost, considering it also gets +4 int over the entire class as well. Second off the DC increase for the Manipulator subclass. As stated before this class is not MAD (Multiple Ability score Dependent) so you'll be pumping most of your points into Intelligence maxing out your DC anyway, and adding a whopping +5 to your DC is simply crazy. If I were to use that idea, I'd rather implement it into the Telepath subclass instead as it seems more fitting into the subclass's abilities, and would have used a static number buff instead, like +1 or +2. --MdPizzus
Regarding the Manipulator buff, I intended to give it a bonus based on half intelligent modifiers (round down), but it seems like my writing was wrong and I missed the information that I intend for the Manipulator to receive a Dc bonus equal to half of the Intelligent modifiers but if you still think it's still OP, I'm happy to remove Manipulator's Dc buff. --Midbuster
I have went over this class top to bottom, doing my best to fix any errors, unnecessary features or op additions and below will be a list of the balance changes and the why's
- The ASI removal. The Esper class has no need for the Strength, Wisdom and Charisma scores beyond their save and skills utility. The strength part can be supplanted by picking the correct powers, and the skill gap filled by other party members. This leaves us with Constitution and Dexterity for non main scores that give a tangible benefit. Both of these are however in my opinion not necessary to be very high. Starting off with Dexterity, it's AC increase can be offset by taking the Psionic Defence power allowing you to add your Intelligence modifier to your Armor class as well. This puts an Esper at a very good AC score compared to other d6 classes. The saving throw benefit as well as the acrobatics skill can be removed by the same power as Strength. This leaves Constitution and while more health is always nice, the Psychic Barrier feature already almost doubles your hit points and it heals itself for free as well. The Esper also has no need to make concentration checks, so Constitution saves are also worth much less. And finally Intelligence, as it is the class's main stat you'll obviously want to max it out as soon as possible, however even if going with Standard array, you can easily reach 20 intelligence by level 8, or level 4 if you picked a race that gives you +2 intelligence at character creation. Further on you also get a +2 increase to your intelligence at level 9 and then again at 18th, making more ASI entirely unnecessary in my opinion.
- Removed the ability to target enemies directly with your telekinesis. This purprose is already fulfilled with the Psionic Bolt power, and you can always just carry rocks in your pockets.
- Removed the restrained condition on grappling (ridiculous and fulfilled by a high level power), as well as limiting the AoE part of the level 5 feature
- Reduced flight charges from half of level to half PB instead
- Reworded Complex Countermeasure to be more in line with similar effects in SRD
- The DC increase can already be fulfilled by the previously mentioned Complex Countermeasure, and putting it in a more limited manner and allowing all subclasses to use it feels more right in my opinion
--MdPizzus