Talk:Saiyan Fighter (5e Class)
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This is horrible. There is literally nothing of substance here. It's weak. *Ultra Instinct* is near useless. But I guess that's what it takes for the closed-minded ADMINS to be happy. So congratulations! You've irrevocably ruined the Saiyan Fighter! I hope you're proud of yourself! —The preceding unsigned comment was added by 126.96.36.199 (talk • contribs) . Please sign your posts.
- We have a general consensus here on the wiki that content should be at a power point comparable to content in first-party material. This is a consequence of designing content for an existing game rather than making a game of your own, and helps make a race, class, etc fun for everyone at the table rather than only the person using it. The problem with designing a Saiyan race or class for D&D is that if one were to stay true to the source materials, the race or class would be greatly more powerful than anything in first-party material by an extreme margin. 5th edition just isn't designed for extremely high-power characters like Goku or Superman. It might be better to design such races and classes for 3rd edition instead, where the concepts of level adjustment, ECL, and epic levels allow for a much higher ceiling on how powerful content can be. — Geodude671 (talk | contribs | email) . . 11:16, 17 May 2018 (MDT)
Can I just make A little suggestion, for D&D sake, can we keep the features Generic? like galick gun/kamaha? those are very specifc taught moves, and not everyone is gonna have goku/vegeta in their world, so can we make it like Ki blast/ Ki Beam?—The preceding unsigned comment was added by Hugodknight (talk • contribs) . Please sign your posts.
- I already tried to change most the names be generally be more generic, so that makes sense. Plus, even if attack have generic names, you can call your energy attack whatever you want.--Blobby383b (talk) 14:28, 20 May 2018 (MDT)
- I have to agree that this is more balanced. It's one of the slippery-slope "no one will be happy" moments, where the more you stay true to the original character, the less fit it is as an actual class. If you ever want to actually play this in a game, it means sacrificing lore and "character recognition" for balance. Haven't seen a change on this page that didn't make sense. --Girdo (talk) 09:37, 25 May 2018 (MDT)
EDIT: Adding link to Saiyan Fighter, Variant page, primarily being developed and fine-tuned by Ricon, a fellow D&DWiki user. While still a work in progress, I hope he can do what I couldn't here, and tweak the class so it retains more of the "iconic" abilities while still being on an appropriate power-level for a D&D game. --Girdo (talk) 14:03, 30 May 2018 (MDT)
- I do think a saiyan class with transformations and techniques is possible to accomplish. It is just really hard to try and make such a complex class while still having it be balanced compared to core classes. Your idea was close, but it still fell into many of the old saiyan fighter's trappings(negative features, powerful transformations, overpowered subclasses, and too many learned techniques with several broken ones). Either way I look forward to User:Ricon's fresh take on the idea of a saiyan class.--Blobby383b (talk) 15:47, 30 May 2018 (MDT)