PDF downloads available for Warcraft. Have you considered using the spell point variant from the DMG to represent mana? It's a little bit wonky as an alternative rule, but I think as a default it could be re-worked to fit better.out Even though 5E Rangers and Paladins didn't get this, I think it's not a huge point to deviate from. It has some cool other ideas though, like Tinker and Alchemist classes which are usually underrepresented.I think that keeping the Shaman as a half-caster can still work fine, but it could still have cantrips at first level. There's another big Warcraft 5E conversion out there, not sure if you're aware of it ( Google drive link) and the biggest issue I had with it is how many rules were changed - some of which don't feel like they have a strong connection to WoW/Warcraft, like the mana rules which are different to spell points due to the creator's preference.Imbue Weapon is the main feature gained from selecting this subclass, but it takes a bonus action and requires a different spell slot for each weapon. The features aren't super exciting (extra attack is necessary, but the following ability just being magical attacks doesn't leave room for more defining abilities) and I don't think it works very well with dual-wielding. Right now, the only damaging totem takes two turns to set up and hurts allies in its range, so Shaman would feel forced to melee to deal damage and I don't think that should be the case.Last point on Shaman, I think the subclasses need some work - particularly Enhancement.
World Of Warcraft Rpg Pdf Alliance PlayersMatt's rage being always around means you don't have to worry as much about using it well.I'm aware of that 5e Conversion, but much like yourself it wasn't my cup of tea as it changed the rules too much, honestly was one of the founding motivations to begin this in the first place, as I wanted a 5e conversion of WoW that was more true to the 5e ruleset without changing how 5e mechanics works.Cantrips, or in general some form of ranged filler have been a topic we've talked about for the shaman, as of right now it lacks some ranged form of spell that can be used infinitely. I think that it isn't more maintenance than having to track the amount of rage you have with this feature, and this feature seems harder to use effectively since you need to time when to even turn on your rage abilities. Personally, I think that the fact that rage expires when leaving combat makes it easy enough to track, although I might take away 'you gain rage when hit by an attack' because gaining rage on each attack you make seems pretty easy to track - you'd be more conscious of effects that happen when you're actively choosing to do something. As it is, I feel like two-handed weapons would be superior to get more out of the spell slots and have superior action economy.I'm surprised at that reason for not adopting Matt's rage mechanic, as I hadn't looked at it that way. If both weapons were enchanted with one spell slot, that would give a compelling reason to dual-wield and make the most of this feature. It's probably not a big deal if you play online as it's just a simple change of number on a digital sheet, I think the bigger problem comes for people who play in person, but we'll see how people feel about it in the future and maybe change it if it's generally not well received.I didn't even see that Imbue Elements scaled with spell slots! That definitely makes it punchier, as it didn't seem like an important feature without that. It's been a while since I saw Matt's WoW oneshot so I can't exactly remember how it felt for Terry (Believe he was the warrior). It's a topic we'll continue to talk about in the future and see what we end up with :)Some fair points about enhancement shamans that we can look into, I can see what you mean about Imbue Weapon looking more favorable for 2h's rather than TWF, I think perhaps Imbueing both weapons you're holding with 1 spell slot and getting the full effect on both might make it too strong, especially for higher level spell slots, but a compromise would be to either half the off-hands damage or scale it differently, as the number of d4s of extra damage you can deal with imbue weapon massively outweighs the 2-4 extra damage a 2h weapon deals when you start using higher level spell slots for it.Our main concern with warriors rage was to continuously having to change the number of rage points you have as you gain rage and spend it, and that it would end up feeling like a hassle in combat. Powerpoint projector for macAlso, 5E's Warmage has 'power surges' that you gain and spend, so there's precedent for it.Anyway, if that method is too fiddly, I'd suggest changing rage to be a short rest resource - that's closer both to Warrior gameplay and the way most Martial resources are designed in 5E (like ki points or superiority dice). That way the scaling doesn't get out of hand with multiple attacks, even on one weapon I fear it may be too strong.Mercer's character sheet had bubbles to fill in to track rage, but I'd just keep a die on my sheet and change the face up value to whatever my current rage count is (a habit picked up from magic the gathering). That would move further away from the Shaman fantasy.Maybe instead of scaling with spell slots, Imbue Elements could be an action that deals upfront damage that scales with the spell slot and keeps the +1d4 damage on your weapons for the duration.
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