Talk:One for All (5e Class)
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So I finished making this in far less time than I thought I could. I was assuming it'd take me about a week but it took only a few hours. That being said I'm sure I've made spelling and wording mistakes, so if anyone feels like spotting them out or fixing them, I'd be very grateful! I'm going to take off the incomplete stub to let more people view it and hopefully review it, I'm still unsure if this is balanced well or not, so I'd like some input. In addition, I would like to have the copyright disclaimer thing at the bottom of the page to announce that this is based on the My Hero Academia series but I don't know how to do that. Again, all input is appreciated! Moth 2:39 PM EST, 21/12/2018
Good night friend. Very good class, but the main problem I've found out in a first reading is the player's AC. Unless you pick punch or shoot archetypes, it's really low. Since you need high strenght and constitution scores, you will, probably, start with 12 points in AC (10 plus dex mod. if you put 14 points in dexterity). Only at the 3rd level you can change that, unless you pick kick stile, where you'll be trapped with an AC from 10 (no dex. mod. and no shield) to 14. Trust me, that's really low for an user of unarmed attacks. --Kalkaham (talk) 21:57, 22 March 2019 (MDT)
Hello. I am currently working on an All for One class, and before continuing development on it, I wanted to ask if you are going to add features from later in the manga to the class, as I was considering doing that for the All for One class, but didn't want to make it more advanced than One for All. Thanks. --Fellow creator, Picigu9 (talk) 23:10, 5 April 2021 (MDT)
- Resurrecting this topic after a while, would nowish be a good time for one of us to start on a "Quirk Style", since there are currently more revealed quirks than subclass features (even including the double 3rd level features), or should we hold off for when the 2nd user's quirk is revealed?--Ref3rence (talk) 21:21, 4 July 2021 (MDT)
I was thinking that it could be a choice made by the player to pick up a quirk at each subclass feature level, since there's a good amount of quirks to choose from anyways. --Lavie (talk) 21:35, 4 July 2021 (MDT)
I was thinking more like this:
Quirk master style focuses on using the quirks of the past users. At each subclass level, you choose one of the following quirks. You cannot choose the same quirk more than once. You can only have an amount of quirks active less than or equal to your Intelligence modifier. You can use a bonus action to activate or deactivate a quirk. If you try to activate more quirks than you can handle, you must make a Constitution saving throw, DC being equal to 5 times the amount of quirks you have active. Upon a success, you can keep using the quirks, but must make this save at the end of each of your turns or until you go back to your limit. Upon a failure, you cannot use your quirks at all until the start of your next turn.
- Fa Jin
You can build up and store kinetic energy as you move, releasing it all at once in an explosive burst. As a bonus action after using up all of your movement, you can store up 1 charge of energy. You can only have an amount of charges at any given time no greater than your Constitution modifier. As a bonus action, you can unleash it, granting you one of the following benefits: Movement: You can move even further on your turn. You move an extra 10 ft for every charge stored up when you use your movement. Damage: You can hurt someone even more. Upon hitting a creature, you can use a bonus action to expend your charges, dealing an extra amount of weapon damage equal to xd8, x being equal to the amount of charges you have stored up.
Every subclass feature level you have this quirk past the first subclass feature level you chose this one, the following bonuses apply: Your movement bonus per charge increases by 5 ft. Your damage die goes up one step (d8 to d10, d10 to d12). For the fourth subclass feature level, your damage becomes (2x)d12, instead of xd12.
This would have the player choose which ones they'd like to have, while also showing some sort of build up that's inherent to one for all's power enhancer part. --Lavie (talk) 22:29, 4 July 2021 (MDT)
- This Fa Jin adaptation seems a lot more manageable and balanced, but I disagree with a lot beyond that. Firstly, I think dealing additional dice instead of being able to use Smash, spending time instead of hit points, is a little less elegant, but that's pretty subjective. The saving throw seems completely arbitrary, though, with no real sizable penalty to failure, since you can just reactivate any important quirks immediately after, resulting in effectively permanent bonuses, but slapping a level of exhaustion on every failure would be too punishing. Additionally, having every quirk act as some sort of state doesn't fit quirks like smokescreen or blackwhip.--Ref3rence (talk) 22:57, 4 July 2021 (MDT)
- I jimmied around the names for justification purposes, feel free to change Awaken to anything, I just chose something that seemed a little fitting, not something permanent by any means.--Ref3rence (talk) 23:03, 4 July 2021 (MDT)
Playtesting and Reworks
So I have been playtesting this class, and have found a few issues. To start off, there are zero reasons when playing this class that you would even use other weapons because you can't add Plus Ultra to anything other than an unarmed strike. There is also not any reason to wear armor, which can really make you squishy and weak late game, so maybe up the AC by a tad bit, like adding both strength and dexterity to the constitution in the later levels. I personally find it weird how you can use the USS (Final Smash) attack up to 3 times, but Indomitable like once, every long rest, so that should probably be changed at later levels. Until level 10, combat is very challenging, and then being powerful lasts only a few levels, until you have lower AC than the rest of the party, and then have ONE move that can match up to those of the rest of the party. That leads me to my next issue; there is very little combat options for the class to the point that I only ever use anything other than Smash when I know there isn't another boss monster before the next long rest. I've also decided to make a list of a few suggestions that will change over time as I continue to playtest. --Fellow creator, Picigu9 (talk) 09:36, 29 May 2020 (MDT)
All Might rework One For All: 100%! (It still has All Might's original features) In desperate times, you may call upon the true power of One For All for 1 minute. All of the following are multiplied by 5: Strength, Dexterity, Constitution, jump distance, movement speed, and damage. Additionally, you become immune to slashing, piercing, fall, and bludgeoning damage. When one minute has passed, or all hostile creatures have been defeated, you fall unconscious with 3 stacks of exhaustion. You may not use this feature again until you have 0 stacks of exhaustion.
Full Cowling rework On top of the original features, your jump distance is increased by 30 feet, and you are resistant to fall damage.
You Say Run When there are no party members in the area but there are hostile creatures, you gain inspiration, and advantage on all attack rolls.
- Thanks for playtesting! While there is generally no reason to wear armor or wield weapons, that doesn’t mean players shouldn’t have the choice. Full cowl is on par with the Monk’s UAC, so there’s really not a balance problem there. While I agree that logically the difference between uses of USS and Indomitable is odd, balance-wise being able to reroll even a single saving throw is very powerful. As for combat options, you kinda picked the worst subclass for that. Kick Style is better at avoiding damage, and Shoot Style is better at combat options. To me, a lot of your problems center around Fist Style being underpowered, rather than the whole class. --Ref3rence (talk) 15:48, 29 May 2020 (MDT)
I have seen a problem with kickstyle: it can do comepletely ridiculous damage with the Godspeed feature. I’ve gotten it to 112d6, and way more on a crit, so it outclasses a lot of classes in single target damage. The Archmage Karsus (talk) 09:14, 14 September 2021 (MDT)
How did you get it to deal 112d6? Most movement speed you could have at that point would be 70 (aarakocra (50 fly), 2 levels monk (+10), and mobile feat (10)). Even with the wording, that's an extra 14d6 thunder damage at most. --Lavie (talk) 09:28, 14 September 2021 (MDT)
Did not see that kick style gives you bonus movement speed that doesn't stack with monk. Still highest with feats and items would be 320 (centaur (40), mobile (+10), kick style (+30), boots of speed (x2 walk), and the haste spell (x2)), so at most you'd add in 64d6 thunder damage. It is still a lot, but that's with magic items, a feat, and essentially going to purposely break it. Most likely, it would be 12d6 thunder damage over two attacks, as most races have 30 ft base movement speed, so adding in 30 would allow for 6d6 thunder damage. It becomes 5d6 per attack for races with 25 ft movement speed. --Lavie (talk) 10:10, 14 September 2021 (MDT)
Decide to calculate average damage for each subclass. At 20th level, with relevant modifiers at +5, going all out.
Kick Style: 4(d12+3d6+11)=112
(hasted, sacrificing all 120 (assuming base of 30, adding in bonus 30 from class and doubled from haste) ft movement for 12d6 thunder damage on one attack, 4 attacks, go beyond's additonal damage)
Shoot Style: 2(d12+11)=35
(2 attacks, add proficiency bonus to damage)
Fist Style: 10d8=45
Burst Style: 2(d12+31)=75
(Fa Jin+20 twice, 2 attacks, add proficiency bonus to damage)
Awaken Style: 2(d12+11)+10d12=100
(2 attacks, add proficiency bonus to damage, Fa Jin charge usage, first quirk)
For reference, a fighter going all out (not counting subclasses as I haven't checked that yet) deals 106 damage (4 attacks, action surge, great weapon fighting, greatsword), a paladin deals 104 (2 attacks, 4th level divine smites, improved divine smite, banishing smite, greatsword, great weapon fighting), and the other classes go from 36 to 47. --Lavie (talk) 11:01, 14 September 2021 (MDT) Edit: Fixed Burst Style's damage calculation.
With the changes, Kick Style now does an average of 4(d12+3d4+11)=100 damage, and Awaken Style now does 71 damage on average. Probably still needs nerfing. but better now.--Lavie (talk) 11:38, 14 September 2021 (MDT)