Gang, i have decided to go back to subclasses. I'm gonna make this a subclass mod to the wizard instead, due to some stuff that I found out that are still impossible (default spell animations)
Hey. So first of all cool mod, love the idea. Second since you you make your mod based of Arcanist mod they don't work together. Could you change whatever internal code confilct them?? Pretty please??
1. We've made experimental mishaps a thing. Tho literally needs more polish, at least a test case has been created. The idea is - when casting a spell or one of the invocations, the user runs the risk of activating an effect, which is mostly negative. Think wildmagic, but like sudden damage dealt. THis is mitigated by selecting conservative research. 2. Probably move away from metamagic due to the above, but i still want to have one toggleable 3. due to number 1, invocation costs have to be rebalanced as well
sorry for lack of updates:
https://github.com/violencepierre/EldritchScholar
this is the github currently, you can try to download the files and pack them while I'm working on them. I only push versions that at least boot, anyway.
So a balance recommendation would be for Invocation Rituals: Initiate to cost 5 hp instead of 1 hp. 1 hp, even at low levels, is pretty much nothing, and by taking Aggressive Research I get quite a few Experimentation points and can easily stack up a lot of invocations, way more than a similarly leveled warlock, and with minimal affect to my character.
By having Initiate cost 5 hp instead of 1, it would limit this exploit quite a bit by making spamming them a lot more harmful to one's health. Plus it works neatly with the scaling of damage for Experimentation (Initiate cost 5 hp, Novice cost 10 hp, etc)
Just an idea. Feel free to take it or leave it as you choose
Mhm this makes sense, the very first prototype deducted a percentage of your max hp instead of a flat integer, but because of how the game considers what your current maxhp is (based on ur characters level, and class hit die), and not really ur hp less any buffs that increasemaxhp, or inclusive of any debuffs, i had to scrap the idea.
However, im planning to make the debuff hp a die roll instead, that increases per level of invocation, then to counteract how high it could be, use intelligence modifier to deduct from die roll. Bit complicated lol, but i was meaning to give boons to the class if he specced on int originally too.
Another idea to somehow justify how cheap the invocations cost at lower levels is that a wild surge clone like system is in the works.. im thinking of, everytime you expend an experimentation point, you run the risk of triggering a magical effect, mostly negative. Risk would be mitigated as you level the class.
Thank you so much for testing, tho. I appreciate it very much!!
Not a problem! Honestly I love the concept since I've been wanting a warlock-themed wizard and this fits the concept perfectly, so I'll definitely keep testing and posting my ideas.
And yeah, rolling a die feels like it would fit the theme of the class a bit better, keeping with the uncertainty and randomness of it. I definitely just felt like the consequences of getting such easy access to those invocations needed a bit more balance, because otherwise this class is strictly superior in most regards to the Warlock.
I will say that I think that the penalties of the class might be a bit too harsh at the start of the game. -5 to attack rolls and DC saves is pretty brutal, even considering the benefits, so maybe have those operate on a dice roll too? Instead of -5's make them -1d8 or something, and them periodically as you level the dice size gets reduced? I realize that the penalties get reduced as you get higher level, but at low level they are really nasty
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1. We've made experimental mishaps a thing. Tho literally needs more polish, at least a test case has been created.
The idea is - when casting a spell or one of the invocations, the user runs the risk of activating an effect, which is mostly negative. Think wildmagic, but like sudden damage dealt. THis is mitigated by selecting conservative research.
2. Probably move away from metamagic due to the above, but i still want to have one toggleable
3. due to number 1, invocation costs have to be rebalanced as well
sorry for lack of updates:
https://github.com/violencepierre/EldritchScholar
this is the github currently, you can try to download the files and pack them while I'm working on them. I only push versions that at least boot, anyway.
By having Initiate cost 5 hp instead of 1, it would limit this exploit quite a bit by making spamming them a lot more harmful to one's health. Plus it works neatly with the scaling of damage for Experimentation (Initiate cost 5 hp, Novice cost 10 hp, etc)
Just an idea. Feel free to take it or leave it as you choose
However, im planning to make the debuff hp a die roll instead, that increases per level of invocation, then to counteract how high it could be, use intelligence modifier to deduct from die roll. Bit complicated lol, but i was meaning to give boons to the class if he specced on int originally too.
Another idea to somehow justify how cheap the invocations cost at lower levels is that a wild surge clone like system is in the works.. im thinking of, everytime you expend an experimentation point, you run the risk of triggering a magical effect, mostly negative. Risk would be mitigated as you level the class.
Thank you so much for testing, tho. I appreciate it very much!!
And yeah, rolling a die feels like it would fit the theme of the class a bit better, keeping with the uncertainty and randomness of it. I definitely just felt like the consequences of getting such easy access to those invocations needed a bit more balance, because otherwise this class is strictly superior in most regards to the Warlock.
I will say that I think that the penalties of the class might be a bit too harsh at the start of the game. -5 to attack rolls and DC saves is pretty brutal, even considering the benefits, so maybe have those operate on a dice roll too? Instead of -5's make them -1d8 or something, and them periodically as you level the dice size gets reduced? I realize that the penalties get reduced as you get higher level, but at low level they are really nasty