Talk:Shade Blade (3.5e Class)
Balance
I think this class needs some work on the balance- at the moment, after 2nd level, it's as good a caster in terms of spells/day as a Wizard, it has a reasonable BAB, and lots of cool abilities. I think it might work better if you cut the spellcasting abilities, make it full BAB progression, and it'd look quite well-balanced. The way to get the spellcaster style in would be with the Secrets- I think it's overkill to have Secrets and good spellcasting. MorkaisChosen 04:29, 11 November 2007 (MST)
- Averadge BAB and near-as-makes-no-difference sorcerer spells per day? yep, overballanced. --Sam Kay 08:38, 11 November 2007 (MST)
Balance and Changes
So I love the base idea of this class, but it seems like you're throwing too much into one class. The base name shade blade pretty much describes what it should be goin for. For starters, the spell casting doesn't make sense and seems more like a play for more power in a class rather than expanding on it. Drop the sorcerer/wizard bit from it altogether and expand more on the secrets. I love the idea of learning secrets from your gem over time (levels) and having more abilities for your gem grow passively. The sentience, ressurrection, and phylactery aspects of the gem are fun ideas but They shouldn't be starting abilities of the gem.
I don't really understand the shade strike idea either, there's no substance or reason behind it. Maybe something like shadowstep strike would be more appropriate, where you can warp short distances (say 5ft per modifier) once a day per 3 levels, but only in shadowy areas and never in direct light. The shade blades themselves need some love too. There's no progression on them, at 10th level a shade blade is doing the same damage as he was at 1st level aside from secrets (exotic, dual wield, etc) which depending on how you choose to play him you may never get. Doing 1d6 plus your mod damage at 10th level is sad considering most other players will have some sort of magic or better material weapon, maybe both, by that level. Some sort of damage progression at set levels is required for them to Continue to be viable, but I've not looked into that much so I can't give any ideas on that at this point.
Saving throws, backstory (shade blade should fear dispel Mage, but blades can't be dispelled?), and shape shadow need to be reworked as well. Shape shadow should be removed altogether as being able to travel the shadow plane at level 1 is WAY too powerful for any starting class and the danger alone at that level is insane. I could give a small list of things to add to secrets or change like 6 darkness spells a day, why do you need that many at any level, especially 2? Shadow healing, shade tendrils, and shadow summon even are all things you could look into for the secrets as well as adding Shadow walk to moderate or greater secrets. You should have a negative for defense against light based attacks as well, even on a minor scale, as this class has tons of bonuses but no downside or even a meh aspect to it, it's like being an assassin and bard with only the good parts and none of the negatives. This is actually something I wanted to have before 4e added the awful nonsensical shadow abilities to rogues and assassins for no better reason than to justify making a video game, so I'm pretty excited about the potential in this class.
Make some changes and make this lovable! --Redbeard Steelskin 21:48, 16 August 2016 (MDT)
Rating - 2/10
I think this class is 2/10 ballance because, although you could theoredically play one, doing so will ruin the ballance of the game. Firstly, you have spells per day as near as makes no difference as good as a sorcerer. And you have an Averadge BAB. Better than a sorcerer. And D6 HD (better than a sorcerer, who has D4). And two good saves. This all adds up to an unballanced class...
But it gets worse, because I have not yet got to the "special". It can summon a weapon better than a normal weapon as a SWIFT action. At first level. With no limit to the duration. Oh, dear, now it is better equiped than most characters, especially with its higher starting gold. And it has darkvision. And then we get to the secrets. These bestow bonus feats or simular abilities, so now it has the fighting ability of a fighter, with a slightly weaker BAB. And it can make its attacks touch attacks. And it can summon a storm of death. And gains 3 more secrets at 20th level.
So it is overballanced, poorly worded, and seems to be an attempt to have the powers of more than one class at once. And I put it through the CCS, and it got 286- 71 higher than averadge.
Lets talk about background. When you make a class, one of the most important things is the background. What is the class all about? Why would I be a [insert class here]? What are [insert class here]s like in the world? Before I become one, I need to know what the class is about, otherwise I am not interested. Take the Spider Rider Prestige Class for example- a class I wrote (albeit with much apreciated help from Aarnott), a class currently rated 10/10. The most important part of the class is not how powerful the class is, but its background. And the second-most-important part is the way the class reflects its background, and the third is the way that the class is as well ballanced as it is possible to be, and there are no loopholes- so it is practically Powergamer-proof.
So, heed my warning. Kill off the current version and re-right it, keeping in mind the above. Look at how SRD classes are ballanced, compare it to other classes on thids site.
Also, if you want to make this a good class, feel free to ask my advice. Your class sounds like there is a good idea behind it, just not well implemented. Another thing: I think it would work better as a 10-level prestige class, so that you can focus the background more. Plus, I think prestige classes are easier to make than base classes. I would like to see it as good as it could be, so please, sort out this class, before I get tired of waiting, and try to sort it out my self. --Sam Kay 09:25, 11 November 2007 (MST)
- This rating has been nullified with the implementation of the new Rating System. --Green Dragon 22:42, 20 February 2008 (MST)
Commentary
If you made it for a book, you should make a campiagn setting for the book --Xdeletedx 18:01, 24 February 2008 (MST)
- Also, the quote is using math C=curse L=life P=power, P=C and C=L therefore L=P --Xdeletedx 18:02, 24 February 2008 (MST)
- This user is not active here on D&D Wiki, so I wouldn't expect too much :P. --Green Dragon 20:39, 24 February 2008 (MST)
Rating
Power - 3/5 I give this class a three out of 5 because the class simply has too many abilities. It is too powerful. The sneak attack isn't necessary, the spellcasting alows for too many spells known, and the secrets are too broad. There should only be two of these three options. Also, If any race other than elves can be members, why then can half elves, is it only for full blooded elves, or anything that retains elven harritage? --98.218.39.22 03:03, 10 July 2010 (UTC)
Wording - 4/5 I give this class a four out of 5 because the wording is very good and easy to understand, there are a few gramatical errors though. --98.218.39.22 03:03, 10 July 2010 (UTC)
Formatting - 5/5 I give this class a five out of 5 because the formatting is perfectly in line with the book formatting and allows for a very easy read. --98.218.39.22 03:03, 10 July 2010 (UTC)
Flavor - 4/5 I give this class a four out of 5 because it is an interesting concept but there are some changes that could be made, the class seems to good to be true. --98.218.39.22 03:03, 10 July 2010 (UTC)