User talk:Dave189625
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Naruto Ninja[edit]
Well, there are balance issues that can be overcome through a rewrite. For example, classes are supposed to have one common save and one uncommon save. The Ninja has all three common saves. I corrected this in my August revision, now it's unbalanced again.
I'll have a quick read through now and note what are issues.
- Chakra
- "using your turn to infuse chakra" - doesn't say if it uses your action or not.
- "per enemy" - no range on this, so as long as you have enemies anywhere (the villain's army) you can top up to max anytime.
- "get hurt" isn't defined. "next turn" isn't defined (possibly this means "if you take damage before the the start of your next turn")
- "training for a full day uninterrupted" - training is a downtime activity (see your PHB) that could take up weeks or months. If the DM allows this you may as well give the player unlimited Chakra.
- Mentioning ki is confusing, as chakra is scaled differently and isn't compatible with ki if you multiclass with monk.
- Spell Slots
- The class table has spell slots but they don't seem to be used anywhere.
- Jutsus
- Confusingly mixes terms "jutsu" and "spell" and compares with sorcerer. If it functions like a spellcasting feature, call it a spellcasting feature. If it doesn't, then don't compare it to spellcasting.
- The PHB already sets out a resource-point-to-spell-level conversion (for example, with the elemental monk or sorcerer). I've shown how this can be done at Ninja, Naruto (5e Class).
- Some jutsus ask for a saving throw, but this isn't defined.
- Doesn't say how jutsus are learned.
- At 2nd level you gain taijutsu basics, but it's unclear why you use unarmed attacks instead of a shortsword, rapier or whip.
- Jutsu Creation
- I've already discussed on the talk page why this is an unnecessary and garbled "feature".
- Equipment-as-class-feature. Doesn't explain how the items are acquired, or why members of other classes couldn't use them, and they are poorly designed.
- Almost every jutsu has a balance or terminology issue. Cantrips that deal too much damage or deal automatic damage, but then don't increase in capability at higher levels. Saving throws haven't been defined, or stranger have set values. Spell-level-equivalent jutsus that increase in damage as though they were cantrips. Landmine Fist: do you use the jutsu as a bonus action then make an unarmed attack, or do you resolve an unarmed attack then use this jutsu? Jikininki: what does "cripples the area itself" mean? What are the "severe burns"? Well, I don't have time to pick out every error.
- Marasmusine (talk) 07:39, 31 January 2018 (MST)
Hi, I forgot that you wanted specific feedback on the path of silence. I will try and do that today. 02:29, 2 February 2018 (MST)