Talk:Mechmaster (5e Class)
Hi there, bit new to this wiki but have enjoyed the classes. A friend of mine recently started playing overwatch and wanted to bring D. Va into the game. I used this class as a basis (hope you don't mind). It's also for my Homebrew campaign and we've not tested it yet so it may be a bit unbalanced.
Anywho here's a link to what I made and I hope this give you some ideas on how to finish your class!
How does this class work?[edit]
It's not clear how this class works at all, even at 1st level.
- What does Titan Gauntlet actually do.? It says "monitor your mech", but there's no mech at 1st level. How does the earpiece work, is it magic? What happens if I lose the gauntlet?
- Guardian doesn't make sense. It seems to be a narrative hook, like a background feature, except it's forced. The onus is on the DM for every step. The DM is deciding where the campaign goes, if the adventure takes place far away from the city/town/village for an extended period, when that city/town/village is under threat, and what it is under threat from, and how the town becomes an enemy if the player is unable to defend it. That is not a class feature.
- They can start with a warhammer and shield, neither of which they are proficient with.
- Most of the features, I'm afraid, do not work well. Marasmusine (talk) 01:13, 3 February 2017 (MST)
End of the Year Changes[edit]
I don't know who looked at this last, but I went through in an attempt to make things a bit more clear, at least in the Mech/Titan department. I saw that it was no-so-descreetly based on Titanfall (which may I note is a lovely series), so I fleshed out the Titan weapons/abilities/upgrades/all that junk with that in mind trying to create a more in depth class. I detailed more how weapons work, changed some numbers here and there because I thought they'd work better, and added to the short list (of one) of attacks/maneuvers your Mech/Titan can perform. Balance is still probably nonexistent as I haven't been able to actually get my hands on trying it out. I got the feeling that this started out as some harebrained idea, but I would love any input to craft this into a well rounded, balanced class.
- Since you don't start with 400 gp, 1st level seems especially weak. Your first adventure will be with 6 hit points, a simple weapon and nothing else. Marasmusine (talk) 14:42, 29 May 2019 (MDT)
Needsbalance[edit]
In addition to the notes in the needbalance template:
- "Repair Tool". Is this an item? Where does it come from? What is its weight and market value? Can anyone use it? What happens if I lose it, can I buy another? Do charges acculmate without limit? Why x2.5 and not a simple x2?
- The class repeatedly uses the term "full action"
- When a mech makes an attack, is it making the attack roll, or are you making the attack roll? If the former, what proficiencies does it have?
- The mech gets more extra attacks than any other class, and ignores the standard damage increase tiers.
- It seems that you don't get a mech until 3rd level, so what are you doing until then?
- When you create a mech, what is "dwarvern metal"? It isn't described in the core books.
- How do mechs behave when you are not piloting them? If they are capable of attacking, I could spend a reasonable amount of money building an army of them.
- Okay, thats for starters. Marasmusine (talk) 11:38, 25 September 2019 (MDT)