Talk:Tenno (5e Class)

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I will continue to improve this class as needed(currently seeing how well it works in a campaign). and in regard to the comment about it seeming more scifi and unable to fit into a normal campaign, there are plenty of construct like things animated through use of magical energy.Dontaru


Then maybe that can be explained, rather than "techno-organic humanoid battle frame". The source material is pure sci-fi.
It looks like the description has been copied from somewhere. Also:
  • 1d4 hit dice.
  • You have two different definitions for living construct. One of them is clearly from 3rd edition.
  • Why not use the normal Crafting rules for how long things take to repair.
  • When does the shield recharge.
  • It doesn't make sense for a character's hit die to change back and forth. Look at something like the druid's wild shape.
  • "1d4 bleed (1d2 turns) to the target"
  • Shuriken. An ranged attack already incorporates line of sight, you don't need to specify this. You do need to say if this is a ranged weapon or ranged spell attack.
  • A smoke bomb would make a lightly or heavily obscured area (PHB p. 183)
  • Teleport. Try not to have a feature that guarantees you advantage on an attack roll every round.
  • I don't really understand blade storm, and "full round action" is from 3rd edition.
  • It might be worth you reading through the PHB. Marasmusine (talk) 14:58, 12 March 2017 (UTC)


I will likely try to fix up the description in the next week or so.

  • the 1d4 hit dice was completely intentional(as the operators themselves are really weak)
  • Accidentally pasted after instead of replacing when I saw the info I found was 3.5e(google loves pulling up 3.5e when type in 5e). sorry about that and fixing it.
  • there is no base gp cost for the item and the time periods selected were based off of some construct in 5e I was reading about earlier. If I happen upon that page again I'll try to remember to link it.
  • it says when shields recharge when describing them.
  • the frame has separate health from the operator so it wouldn't make much sense to have them be the same hit die.
  • clarified the passive for Ash.
  • clarified how the Shurikens work a bit
  • Changed wording to say creates a smokescreen with the effects to prevent confusion.
  • Changed it to a main action and made the effect more accurate to original ability. the previous version was attempting to avoid giving him a easy stun he could use a bunch without ruining the original purpose of the ability.
  • changed blade storm and others to no longer say full round action(could have sworn that was still a thing but apparently not)
  • I keep playing stuff in 3.5/pathfinder and some in 5e. keep mixing up which I read where(also doesnt help on searches pulling up 3.5 when looking for 5e). Dontaru
  • If you are used to 3.5e, then please note that 1d6 HD is the new 1d4 HD (compare wizards)
  • You do give a cost of materials for making a warframe. That's all you need for crafting. A 20 gp repair would take 4 days. If you want it to take longer you can reduce the rate of progress as a special feature (1-gp increments would take 20 days: don't use "month" as calendars vary from campaign to campaign), or you can increase the gp value of the repair. It's still the crafting downtime activity.
  • Shields says "recharge out of combat", which isn't a great definition. I can take damage from all manner of environments or traps, but the shields regenerate instantly because I'm not in combat? Consider instead 1 minute (about the length of a combat), 10 minutes, 1 hour, etc.
  • Please use "hit points", not "health". Hit Dice are used during a short rest to recover hit points, I think you should explain what happens (because earlier you mention repairing a warframe). In fact how do warframe's hit points work, they don't have a Constitution score? Do they use yours?
  • Shuriken still doesn't say if its a ranged weapon or ranged spell attack. Damage types themselves aren't magical: Weapons are nonmagical or magical. So is this slashing damage from a ranged spell attack, or slashing damage from a ranged magic weapon?
  • I'm only just scratching the surface. I glance down and I see a petrify attack. Multiple enemies turned to stone with no saving throw, and you can do so at will. That's crazy over powered. Compare with flesh to stone. Marasmusine (talk) 09:17, 13 March 2017 (UTC)


fully noted. still 1d4.
went ahead with normal craft times
switched to rounds after taking damage
clarified ability scores for the frame
changed shuriken to a ranged attack even though they are suppose to be homing.
added saving throw and reduced duration(also added allot of saving throws through the entire class)
Dontaru
Oh, did you mean for the shuriken to be an automatic hit, like a magic missile? Marasmusine (talk) 09:23, 20 March 2017 (UTC)
I had put that they seek out the enemy if in line of sight, but yeah it was originally intended as an auto hit.Dontaru


New frame added to this list.(added Octavia. pretty much a bard frame minus any healing ability) also tool another look at some of the focus abilities.Dontaru (talk) 05:22, 10 April 2017 (UTC)



Now I really like the idea of yours, but most of this would be OP.
Consider adding in some sort of recharge for the abilities:

  • Make abilities have a cooldown of (in-game-energy-cost/25)+1 turns for all abilities of the frame.
Say you have Frost and use your Globe which costs 50 energy in-game. You then couldnt use any abilities until the end or your 3rd turn after casting the Globe. This could be reduced by 1 turn for every enemy killed to simulate energy orbs. Additionly you could use this to make Zenurick more like it function in-game by reducing that cooldown by 1 turn passivly. [This wouldnt apply to channeled or toggled abilities.]
  • Or you add the energy system alltogether by making all frames have their un-modded in-game value of energy. Let them passivly regain 1 energy per turn, with Zenurick pushing that up to 5, and the frame regains 25 energy when killing an enemy. Abilities would then cost their un-modded in-game cost of energy. Channeled abilities should need concentration.

Add attack rolls (ranged spell attacks) for your focus abilities. Add saving throws to the operators,focus and many warframe abilities (examples: Volts Discharge, Vaubans Bastille and Vortex,etc) and let the enemy repeat saving throws for lingering effects at the start of their turn.
Also, you normaly only get the Ability Score Improvement on the level you get them, no other features. Dont know how to solve that other than moving stuff to other levels, and then you could get too much power on certain levels. Maybe change up when you get warframes and when you get abilities, so that the warframes land on the Ability Score Improvments since they just bring variability and not something really essential like the warframe abilities.

- sorry no account, 19 May 2017

I feel the excalibur should have a attack die of 1d10 instead of 1d6.
---
I don't know if anyone is still watching this article, but I would like to make some changes, and I don't want to do so without announcing my intentions/giving the opportunity for feedback. I will wait a week or so for a response before doing anything. Here's what I would like to change:

1. Minor edits throughout to put things more in line with 5e diction.
2. Alter most Warframe abilities with a duration to function as Concentration spells with a duration of 1 minute, both for simplicity at the table and to more closely mimic other 5e mechanics.
3. For similar reasons, change shields to recharge on a short rest X times per day (possibly wismod based).

And some long-term goals:
1. Add Warframes that have been released since the last edit.
2. Rework Focus entirely to more closely match its current in-game state.
3. Kubrows! Kavats! MOAs! Animal companions galore!

(Sorry for any mistakes made in formatting. I haven't edited a Wiki in a long time.)

~ SerpentsEmbrace - 7/10/19

Made some changes:
1. Minor grammatical changes in the first few paragraphs.
2. Edited Ash to better fit 5e and his current state in-game.
3. Did the same for Atlas.
4. For both frames, I changed the upgrades to their abilities to match their in-game augment mods. I'm not done with either of them, but this is more or less how I would like all the frames to look when finished.

Planned edits:
Abilities currently have no cost associated with them, so I believe I will use a point system similar to the way Ki works for monks. I'm thinking 1 Focus point = 25 energy, and each frame will have a rounded Focus capacity that raises with levels.
I would like to further clarify the relationship between Tenno and their Warframes, as well as how they are built/found and what happens while using Transference.

That's all for now. ~ SerpentsEmbrace 7/17/19

After spending more time with this, I realized that many of the changes I want to make are drastic enough that I think it warrants a separate article entirely. I don't want to completely change this article from its original intentions. I'm rewriting too much to feel justified in doing so. I'll leave this article as it is and post my own if/when I ever finish.
~ SerpentsEmbrace 7/25/19


I'm not sure how much this class is being updated, but is Gauss going to be an addition? - Voided Essence, The Void Walker (talk) 10:52, 9 February 2020 (MST)

Two common saving throws[edit]

I put this needsbalance because it is not balanced in any way whatsoever, and no one concerned about playability or comparison of class cares about what makes or does not make sense, balance and sense must meet somewhere, not one or the other can gain absolute priority over another, especially balance over sense, otherwise we would have god classes doing whatever from level one because "It's a god, so it should make people [insert disgustingly overpowered features], it just makes sense", and called that balanced. It goes against all existing guidelines, and examples from official classes from PHB, and not only there, without any attempt of balancing it or putting in place a setback for that, so it is, by any means and definition, unbalanced. Therefore, the needsbalance template is justified, and needs to be adressed in some way. Either they should have one common saving throw and one uncommon one, or some kind of feature at level one addressing that, I dunno, being proficient in one and having the ability to add proficiency to another a set number of times per long rest, or something like that. Just giving Tenno more than any other class can have is a no go. --Cezaryx (talk) 17:17, 6 December 2023 (MST)

I do agree that, in line with more official class designs, two common saves for a class is a bit strong off the bat.--Yanied (talk) 20:52, 6 December 2023 (MST)
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