Talk:Prototype (5e Class)

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Changes and the topic of Subclasses[edit]

Thanks to some feedback from Swankypants, the following changes have been made.

  • Removed bonus HP in level 1 in exchange for resistance to Poison and advantage in Poison and disease saving throws.
  • Reduced AC of Mutate Defense
  • Reduced the amount of Temp HP gained with Consume
  • Limited the recovery of Mutate Points to only be regained after a short or long rest.
  • Reduced the number of attacks to only two.
  • Fixed the grammar issues.

In terms of subclasses, well the class wasn't exactly built with subclasses in mind. Pretty much all the levels are filled up on my best interpretations of the original series mechanics, gameplay, and lore into 5e and subclasses I determined early on would just limit me there sadly. --DonMafia (talk) 21:11, 04 February 2021 GMT+8

For the sake of balance and keeping with 5e standards, some of the specifics of how these features work in the video game must be adapted to how this TTRPG works, and in some cases to remain fun and/or valuable to the player use.
  • Blunt Force already consumes your action and requires concentration for a comparatively small increase to damage, not to mention it consumes a class resource. Stunning you when you lose concentration and making the DC higher is just plain punishing.
  • "Fuel" is not previously defined, and doesn't have much meaning or value when used in the context of Consume, especially when the meaning of "fueling your biomass" isn't explained nor has any effect until much later in the class.
  • Mentioning that consuming a Tiny creature has has no effect ironically has no effect.
  • Air Slash has almost no risk-reward for jumping from higher and higher heights if it has advantage on the attack roll: you could jump 100 feet, deal 10d4 additional damage for the cost of 1 mutation point, and walk away unharmed by the fall almost every time because you'll almost always hit. It cannot have advantage, even for the cost of 2 points (in return, increasing the d4s to d6s should feel nice, as well as reducing the cost to 1 point to match the other mutation abilities at its level). Also, choosing to not jump your full height when using the feature would be a nice change, in case you don't want to risk 4d6 damage to yourself.
I've made several other small changes after watching some videos on either how the various abilities of the video game character function, or to further clean up the wording/grammer and reduce the amount of frivolous information a player has to sort through when reading the features of this class. IntellectMaster (talk) 16:18, 21 April 2021 (MDT)

Huge Thanks[edit]

I just want to thank IntellectMaster for the huge help in balancing class, making the page look pretty, and convincing me that the class could actually use some subclasses. The class wouldn't be at its current stage if it weren't for his help.

Further Changes[edit]

After receiving some feedback, the following changes have been made.

  • Changed Virulent to Lethal and parts of its description to fix discordance.
  • Changed parts of the fluff.
  • Clarified parts of Biological Weapons and Chitin Shield.
  • Bonus action is now needed to use regen feature in Blacklight Mutation.
  • Clarified regen feature to only use Blacklight hit dice.
  • Clarified and changed parts of Consume to avoid ‘bag of rats’ situations.
  • Changed Biomass Armor to resistances instead of a flat AC bonus.
  • Changed the name ‘Apex Predator’ to ‘Evolutionary Marvel’
  • Added in saving throw in Full Submission.

--DonMafia (talk) 01:32, 01 May 2021 GMT+8