Talk:Magical Girl (5e Class)

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I archived the old talk page, as the page recently underwent a major edit. Carry on. — Geodude671 (talk | contribs)‎ . . 02:18, 9 June 2017 (UTC)

Hello there! I was not a big fan of Puella Magi Madoka Magica myself (that would be a friend of mine, though), but I find the concept interesting. However, here are some comments I'd like to share with you:

  • Premise. Now, it is a big shame to start this, but personally, I do not find the premise of PMMM in general blends well with D&D mechanics. To be specific, I thought a variation of warlock makes a perfect PMMM-style magical girl, since you make a contract with Kyubey and gain magical power from the contract. If we're to make a separate class, I think there must be a specific mechanics that differs it from any other classes. My point of view is, the "vanilla" PMMM-style magical girl is too risky to be a D&D adventurer.
I'm a kind of retro-maniac or even anachronistic kind of guy, so I thought the general concept of "magical girls who does both magical wonders and physical arse-kicking" would be a good start. That includes Sailor Moon, Pretty Cure, Cutie Honey, Cardcaptor Sakura, Tokyo Mew Mew, and many others. (Funny though, I thought I was not a big fan of magical girl genre...) That would make a hypothetical magical girl would be a half-level or a third-level spellcaster, with a decent combat abilities, not unlike a ranger or paladin.
  • Wish Point. Not only is this unconventional for D&D resource mechanics, it's uselessly big in numbers. From my point of view, the beauty of tabletop games is having numbers as small as possible, to keep a difference of 1 or 2 interesting all the time.
  • Soul Gem. We all know the golden rule that goes without saying: "If you stat it, they will kill it." Giving a stat to Soul Gem will definitely make it vulnerable to any outer harms. Plus, I am well aware that Soul Gem is the most important artifact in PMMM universe, but in D&D universe, it's more or less a phylactery for liches. Instead of complex mechanics, I think there must be a simpler way to make it distinguishable from other sources, while being mechanically cleaner.
  • Magical Outfit. There is no "in combat" and/or "out of combat" in 5th edition, so this is an obvious point to revise. Magic Property Slot sounds like an MMORPG feature, which does not blend well with D&D mechanics. Plus, the AC is very unusual for D&D standards, I think 10 plus Dexterity modifier plus Charisma modifier would do.
  • Soul Weapon. I thought warlock's Pact of the Blade feature makes a perfect Soul Weapon feature, instead of the current version.
  • Dream Harvest. Why does the creatures you killed drop Dream Seeds? PMMM justified it in a very interesting ways, but the mechanics here seems a bit... forced, to ensure that a magical girl can replenish her (it's "her", right?) Wish Points at the end of each combat. Plus, there is no defined "encounter" in 5th edition, it sounds more of 4th edition.
  • Magical Archetype. The current version is a bit meh for an archetype. It just makes you either a spellcaster, a dedicated fighter, or a bowgirl. My idea is more of a nature of wielding magical power, rather than the combat style: For example, some may use their magical power for protecting others, while some will be more than willing to use it all for their own benefits. I think wizard's Arcane Tradition would be a good example for determining the style.
  • Meek. I don't really get this feature in general. So as long as you don't attack others, others won't attack or even suspect you as a hostile threat at all? That's kinda... forcing others' roleplaying, isn't it?
  • Incubator's Power. Flying speed, hoo boy. Note that flying speed is the most powerful moving speed in the game, so there must be a strong restriction in this. By 20th level, you can fly up to 80 feet per round, which is too fast.
  • Void Shell. For starters, the truth can be out before a magical girl reach 5th level, or never at all. (In PMMM, Madoka learns the truth before she was even a magical girl. Oops, spoiler alert.) This feature forces the storyline, which is something DM and players must come up with, not the rules.
Personally, I don't think the zombie-style feature is not exactly appropriate, even for PMMM standards. I mean, Sayaka used this to full potentials, but she didn't walk like zombies, did she? I think there must be an easier way to solve this.
  • Savior/Hollow. Helper? Pounder? What?
Oh, so now I have another resources called "the cleanliness point"? Plus, it's another combat boost feature, which seems to come up a lot for a magical girl, which I suspected would do much wonders in combats and non-combat situations.
  • Emotion. A loonie would be more than happy to deliberately killing off allies to use this feature! I think the premise of this feature is too risky for a feature.
  • Weapon Cloning. If this is in order to emulate Mami's gunfire stuff, I don't think it emulates the scene effectively, since you will still be bound by the combat rules. Although it would be an inferior copy of your weapon, it still does a maximum damage of whopping 5d4 plus five times your ability modifier at a single turn, which is more than enough.
  • Magical Outfit Upgrade. If this is changed to 10 plus Dexterity modifier plus Charisma modifier as I suggested above, this feature would be more or less obsolete.
  • Monstrous Rampage. "Husk-Like Body"? Where did this come from?
  • Soul Weapon Upgrade. Additional damage die? Too strong. Does this apply to Weapon Cloning as well? If it does, hoo boy, it's simply overpowered.
  • Ultimate Attack. A rather bland AoE attack feature, too bland for magical girls. I was expecting something... flashy, really.
  • Soul Crystal. Again, since "if you stat it, they will kill it", it would be better to leave the Soul Gem without any stat in the first place.
  • Magcial Blessing. A tragically JRPG-esque feature. It's also combat-oriented feature, nothing more, nothing less. I mean, there must be more of magical girls than simple, mindless arsekicking.
  • Witch Formation. Another combat feature? Please, this is the capstone feature, I think something more than a simple, "powerful" combat feature would be more appropriate.
  • Magical Paradise. So basically it's the demiplane spell?
  • Multiclassing. Prerequisites are almost always 13, and you rarely get a single skill proficiency from multiclassing.

In short: I'm afraid I don't think the current version of magical girl is either interesting or balanced at all. To me, it seems more of a "flying fighting girl" than a "magical girl". I think what it really lacks is an interesting fluff that can differ the class from mindless killfest that is not exactly what magical girls are supposed to be, even to PMMM standards. --WeirdoWhoever (talk) 07:40, 9 June 2017 (UTC)

Group Tactics[edit]

Would a group of Magical Girls be called a Sailor Moon Corps? --Redrum 18:41, 18 October 2017 (MDT)

Copyright Disclaimer[edit]

You should throw in a Copyright Disclaimer

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—The preceding unsigned comment was added by Varkarrus (talkcontribs) . Please sign your posts.

I'm not too familiar with PMMM, but the concept of a Magical Girl is not unique to them. I don't know how closely this class sticks to the franchise, but I think this might be all right without a copyright disclaimer. — Geodude671 (talk | contribs | email)‎ . . 16:19, 19 October 2017 (MDT)
I can confirm the resemblance to PMMM is very minor, if at all. Could throw in a CD anyway, but I wouldn't call it necessary. --SgtLion (talk) 02:10, 20 October 2017 (MDT)
Do you guys think it's ok if I change the name of the class in my character sheet to Mercury Ranger or something like that? My master Told me to ask for permission. --Saulrhema (talk) 12:14, 19 December 2017 (GMT -4)
I would recommend you direct that question to Umbra Lux, since he (?) was the one who brought the page to its current state. — Geodude671 (talk | contribs | email)‎ . . 12:41, 19 December 2017 (MST)
I don't know how to contact him,could you please tell me how to. --Saulrhema (talk) 04:14, 19 December 2017 (GMT-4)
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