Talk:King of Games (5e Class)

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i finally got around to finishing the class. please review and remove the deletion template. let me know if there is anything in the class that i can better clarify.

Okay, I'll have a quick read through.
  • Has two common saves, instead of a common and uncommon.
  • The class features (all of them I think?) are dependent on a set of equipment. I don't know how the class functions if you are missing one or more of these items. Can you buy them, if so what do they cost? How much does each item weigh?
  • The rule book is a piece of equipment that the player character has, but seems to be a a reference for the player?
  • The order in which the rules and equipment are presented is confusing. You should probably start with explaining what a card is, then a deck, etc. If this is part of the spellcasting feature, then it should be part of the spellcasting feature.
  • So confusing :( Is the draw die a die that the player has, or is it a piece of equipment that the PC has? 5e doesn't have "free actions", see Class Do's and Don'ts (5e Guideline)#Actions.
  • Bewildering: "Any card drawn from the deck is to the hand. when there is at least one card in the hand it becomes a one handed strength weapon that deals 0d0 damage." ?
  • I don't even know how to get started with spellcasting.
I can cast cantrips or 1st-level spells in my Deck.
I'm not sure at this point what cards are in my deck.
I have 4 "millennium cards" but I don't know what's on them.
Shadow Games says again that have 4 millennium cards, I presume this is referring to the same deck.
The starting millenium cards are a choice of 3 of 4 monsters, and 1 of three 1st level spells. None of these are cantrips. There are some incomplete statistics with the monsters, couldn't you just use the statistics in the monster manual?
It's not a true spellcasting feature, as it doesn't use spell slots.
If I can cast a spell that's in my deck, I'm not sure what the hand is for?
I don't know what the spells are of 2nd level or higher. It says "from any spell list", but surely that's not right. I don't know how the spells are gained. Are they gained as spell cards? If so where do they come from?
  • The equipment section says I use an action to use a spell card or monster card, then it says so again under Shadow Games. You only need to describe a feature once, or it becomes confusing.
  • "End of combat" is a weak definition.
  • I can't see where the "summon CR level" in the class table is used. If this is the CR of summoned monsters, then the scaling is way off. Please look to see what CR represents. Marasmusine (talk) 11:49, 13 August 2017 (MDT)

I've removed the deletion proposal for now, as I can imagine this being rewritten to a usable state, although it would take a quite a bit of work. I might get round to it myself eventually, or you can hire me to do it now. Marasmusine (talk) 01:59, 16 August 2017 (MDT)

thanks i will work on it. --Triten

  • I'll look at 1st level today.
  • I don't think the equipment section is resolved. It says they can't be sold or traded, but what exactly is stopping this? Does Atem itself come down and intervene? If the equipment is lost, does the player have to roll up a new character? Even a wizard can buy a new spellbook. If they are bound, you probably want them to work like an eldritch knight's bound weapon.
  • 5e doesn't have "standard actions". It's just "your action".
  • To help me understand how this works, I'm going to try a run-through.
I take a dagger and a shortbow. Looks like I don't start with any armor. Better max out my Dexterity.
I have 100 blank millennium cards in a millennium tin.
I choose giant rat, goblin, imp and cure wounds as my dueling deck. These are "cards". I don't know if they are in addition to the 100 blank cards, or of I've imprinted 4 blank cards (in which case they're not all "initially blank and useless"). I'll number them 1 to 4 respectively. These cards go in the deck box.
It mentions "side deck" and "spare deck" but I don't know what those are.
Okay, now I'm in a combat encounter, let's see what happens.
It's my turn. I use "Draw". I roll 1d4 and get a 4, so I pull the cure wounds card, and this is held in one of my hands. (BTW, errors: "Starting at 1st level", not "starting at first level"; "roll", not "role"; if it doesn't count as an action there's no need to say it doesn't count as an action, since we were never told it was an action).
I can use "Shadow Games" to cast cure wounds, but as no-one is hurt yet, I put it back in the deck. I could attack with my shortbow, but as I need one empty hand for the cards, that's not possible. I can hang back and do nothing or put myself on the front line.
On the 2nd turn, I roll another 4. At this point, maybe cure wounds would be useful, or maybe not. It depends on if anyone's hurt yet, or if I've locked myself up in melee combat and can't get to touch range without taking an opportunity attack. I think about how lucky clerics are, being able to cast cure wounds when they need to.
On the 3rd turn, I roll 1, the giant rat card. I use my action to summon it. The "soul" of the monster appears within 5 feet of me. The text here just needs to say "The creature appears in an unoccupied space you choose within 5 feet of you". A giant rat meets the CR requirement (although there shouldn't be any situations in which a 1st level character can conjure a CR 1 creature).
It doesn't say anywhere how the giant rat acts or how long it hangs around for. Oh wait, there's something down here, I didn't spot it because it's in an unrelated paragraph and the sentence didn't begin with a capital letter. I use my bonus action, and the giant rat can move and make an attack against a "target creature", which I will assume is just any creature I choose.

In summary, I don't think there's anything broken or overpowered at 1st level, and I can understand the appeal of having randomized power available to you. But here are the problems:

  • The starting equipment isn't appropriate.
  • There's descriptive text mixed with the mechanical text.
  • Awkward grammar and capitalization; terminology needs improving.
  • There's nothing this class can do without their equipment (even wizards can cast cantrips), so the equipment needs to be bound in a believable way (see eldritch knight).

I'll look at later levels another time. Marasmusine (talk) 02:42, 14 September 2017 (MDT)

One more thing. The class effectively has its damage bumps as additional attacks on a bonus action (from summoned creatures). The total damage output should be comparable to Extra Attack or a cantrip's damage increase. You need to control how many attacks this is. If a 1st level character can have three monsters, then they can have four attacks per round which is a lot, and it gets higher at later levels, and I don't know what you have planned for monsters with Multiattacl. Now, the extra attacks do go away as the monsters are killed, but you should also have an expiry time (e.g. conjure spells have a duration of 1 hour (concentration) ) Marasmusine (talk) 02:52, 14 September 2017 (MDT)


Just wonering, what is damage absorption? -What are you referencing?

TheEpicPig7 - I've been doing work on this class for a while now, and I want anyone who can to look over the class and tell me what problems they have with it so I can fix it and make it playable without removing the 'spirit' of the class. 10/24/2019


Shadow-just wondering, can a sprite be a begining card? I know it has low health but the ability to poision is amazing to me. 10/26/2019

TheEpicPig7 - That sounds good, I will be replacing the imp with the sprite since they are the most similar to sprite. 10/26/2019

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