Talk:Warframe (5e Class)

From D&D Wiki
Jump to navigation Jump to search

This is probably one of the better versions of this class I’ve seen, with a lack of weird dice and a preference for making better features over trying to directly port everything. Props for that.

However, there are a few funky issues here and there, which I’m gonna cover here.

Dueling Stance - This progressively gets way stronger than it should be, which also way outclasses Gunplay. The other stances are probably fine, but this one should probably just stay a +2.

Extra Attack - 4 levels later than it should be. I doubt this is for balance reasons, as you also only get simple and martial weapons, nothing beyond it that lets you deal loads of damage, which needs to be accounted for, unless you count Dueling, which is already a problem.

Void Whispers - I mean, it’s not really a warframe thing, unless this is a small feature nobody talked about that appeared in my absence. Along with this, you probably already have magical weapons, so it’s already accounted for.

Transference and Void Syncronization - Most of the first feature is fine, but it gets bad when you get that last one. The beam attack now deals 36 damage, alongside whatever the frame is doing, which is likely somewhere around 44 damage(1d8 + 5 + 10 + 3 for a single attack) on a standard attack action. This is probably bad.

Warframes - There’s nothing major here, so I’ll just deal with the small things in point form.

  • No attack bonuses listed beside the Save DC. Probably just an oversight, but still. This is the same for Transferences void beam.
  • Features without a listed duration are Radial Blind, Discharge, Psychic Bolts(Prime), Stomp, and Ensnare.
  • The Prime version of Excalibur is obviously the better choice with extra attack.
  • Electric Shield has a 7ft side, which doesn’t really work out in the confines of 5e’s rules.
  • General unbalance of the Prime versions(Excalibur getting +2 to AC and an extra attack, Volt only getting movement and Evasion)
  • Magnet Pull has a weird save(mental save for a physical effect), and a random amount of pull. This should probably just be set at 15-20ft.
  • Polarize should describe what Cloud of Daggers does, not just mention that it works in the same way. Even if that was fine, you should probably link the spell.
  • Reactions require a trigger(the Shield spell requires that something makes an attack against you, opportunity attacks require someone leaving your melee range), and Mag’s Prime Evolution simply says you can do it as a reaction.
  • Psychic Double is likely far too strong in practice, Action Economy and whatnot.
  • Iron Skin is a slightly stronger, more expensive Blade Ward, which is very bad.

And that’s just about everything I can think of. Of course, I now feel like I’m being really negative about this whole thing. What you’ve got here is really good, and I’d like to see it improve further. I’ve got 1.6k hours on steam, and I’m pretty familiar with the whole homebrew thing too, so if you want help translating other frames into this, I’m the same SwankyPants on the discord server. Good luck with this dude. --SwankyPants (talk) 12:07, 3 June 2020 (MDT)