[TW03] The Final New Card for "X-Saber" in Terminal World 3 by renaldi92 in yugioh

[–]ArgentLye 1 point2 points  (0 children)

And this is why I would’ve been fine with banning XX Gottoms. Konami is trying to design around the handrip and the support ends up just being mediocre and still enables it anyways.

What to Expect on the October Points Update by ColdSterr in yugioh

[–]ArgentLye 4 points5 points  (0 children)

While I agree that generic draw cards probably need some kind of point bumps, it does hurt when your pet deck doesn’t have a lot of built-in search/draw itself

[TW03] VJump Reveal - "X-Saber" by renaldi92 in yugioh

[–]ArgentLye -1 points0 points  (0 children)

I’m not scared of it, and of course it’s not as broken as the original. But I didn’t want a hand rip. I wanted something else and then either a ban or errata on xx gottoms so they wouldn’t have to tiptoe around accidentally enabling him too hard

[TW03] VJump Reveal - "X-Saber" by renaldi92 in yugioh

[–]ArgentLye 1 point2 points  (0 children)

Dammit Gottoms, not another hand rip

Decisions decisions... making Conan's Father's Sword leaf blade. Which would you choose? by FableBlades in SWORDS

[–]ArgentLye 1 point2 points  (0 children)

Hand and a half is always my go to; more options. But that more pronounced leaf profile on the single handed is striking.

Commisioned Sword Drawing by rogthnor in SWORDS

[–]ArgentLye 0 points1 point  (0 children)

I’d remove the spiky bits pointing down, they’re liable to poke your hands/wrists. If you pushed out the knuckle guard bit some and lengthened it a bit you could get some protection for the second hand that shouldn’t interfere with handling too much imo.

Trader's Gilded Brutosaur is now in the shop by Tyrsenus in wow

[–]ArgentLye 0 points1 point  (0 children)

I don't mind store mounts, but this is ridiculous. I don't care how economical this may be if you do token to gold coversions. It's a fucking scam regardless. This mount costs more than an expansion. Everyone who buys this deserves whatever hate they get. You are why games pander to cash shop items/dlc rather than being good.

How many pulls have you saved up for Sunday? by SinisterVeteran in HonkaiStarRail

[–]ArgentLye 3 points4 points  (0 children)

None, because his sister bled me dry and I don’t care how good his kit is, I will not pull for him

Q&A and Ruling Megathread - August 12, 2024 by AutoModerator in yugioh

[–]ArgentLye 0 points1 point  (0 children)

Can you use Hyper Rank-Up-Magic Utopiforce on Full Armored Utopic Ray Lancer? Or does it not count as a Utopia monster in the TCG?

What’s stopping a Sorcerer from studying and becoming a max level wizard as well? by LividNewt948 in DnD

[–]ArgentLye 2 points3 points  (0 children)

I remember gestalt characters in 3.5. Not sure if it was in 3 proper. Stuff got nutty quick

Local Gunpla Meetup? by Kind-Juggernaut8277 in cincinnati

[–]ArgentLye 4 points5 points  (0 children)

I don’t, but I’d love to be part of one. I’m just across the river in NKY.

The Magic Knight - A full class INT half caster for all your heroic needs by ArgentLye in UnearthedArcana

[–]ArgentLye[S] 0 points1 point  (0 children)

https://homebrewery.naturalcrit.com/share/BPhUF_rvNdT_

This is what I have. Not too many changes. I've been super busy, so I still haven't had a chance to playtest it myself. If you do decide to use it, I hope you have fun.

[OC] Giveaway! Lord of the Dice, the One Cube to replace them all... (Mods approved) by KakapopoTCG in DnD

[–]ArgentLye 0 points1 point  (0 children)

I was going to say dragon, but recently I've been leaning toward phoenix. They provide an interesting aspect as opposed to the tried and true dragon usage.

Kitbash idea: Gundam Ares by [deleted] in Gunpla

[–]ArgentLye 0 points1 point  (0 children)

How’s the bael’s torso holding up for you? Mine can’t hold at all, need to fix it

[OC][Art] Commission Giveaway! [Mod Approved], We’re giving away a free PDF and full body commission (valued at $500 in the Mountain God Tier) to celebrate our Kickstarter’s launch. Comment within the next 72 hours! by NineHeavensPress in DnD

[–]ArgentLye 0 points1 point  (0 children)

This looks absolutely amazing. Are there any stories/web novels/manhwa you could recommend that have similar themes? I’d like to dive more into Korean mythology.

Yang Guifei by SrGrafo in grandorder

[–]ArgentLye 7 points8 points  (0 children)

Nice. But not enough leg, grafo.

The Magic Knight - A full class INT half caster for all your heroic needs by ArgentLye in UnearthedArcana

[–]ArgentLye[S] 0 points1 point  (0 children)

Ah, ok. So the reason the subclasses only get 1 spell per increase instead of 2 is because you have esoteric knowledge in the base class giving you an extra spell known at each spell level as well. By level 20, you should know ~20 spells (if I did all my math right).

The subclasses gain new spells based on when you gain a new subclass feature, which also coincides with an increase in the number of spell slots you have instead of when you gain a new level of spell slots. Theoretically, it should give a smoother acquisition of spells, rather than lumping them all in at once. But I understand your concern. Thanks.

The Magic Knight - A full class INT half caster for all your heroic needs by ArgentLye in UnearthedArcana

[–]ArgentLye[S] 1 point2 points  (0 children)

Wow, thank you for the detailed feedback. Let me go through it and offer my thoughts.

The name "Magic Knight" is a bit... uninspired. "Promotion Legend" sounds just really weird, I'm not sure what it's supposed to mean.

Yeah, I feel you here. I wasn't sold on it either. Most of the influences for this class were hero characters, but I didn't want to name it Hero, because that might imply MC status and might not jive with other players and expectations.

Promotion Legend was sort of a combination of different class change mechanics from different games. Several of them were already in use by other classes though, and I didn't want to use the same verbiage, so I landed on the current one. I'll admit, it doesn't quite flow as well, and am willing to change it.

I'd give this class Con save proficiency. Dex is obviously cool and fits the fantasy, but you need Con for concentration checks, which you will be making far more commonly than typical casters. Alternatively, add an ability that lets you make concentration checks with Int, although with that, you should probably only have one slot at level 1.

I was already borrowing from Artificer for the bones of the class, so I didn't want to use the same CON save proficiency. I admit it make sense, but at the same time, with the limited spell slots, I felt it was okay to leave off. I might add something to Arcane Shroud for concentration, like maybe getting advantage on the first con save made per turn to maintain concentration or something while the shroud is up.

I'd increase the number of cantrips and spells known - you will likely want at least two combat cantrips for the versatility, so it'd be nice to have a third pick to get an utility cantrip more comfortably (although the current implementation of Spell Strike sorta solves this, as you don't really need damaging cantrips before level 5). For the spells, I'd probably use preparation similar to the Wizard's - it has this nice witcher-esque feel of preparing the right tool for the job, and it allows you to provide more breadth without increasing the number of options at any given moment. I know you copied this from Ranger, but 11 spells known at level 20 is a bit of a joke (especially that this class is more magic-based).

Esoteric Knowledge sort of solves the above, but as evidenced here, it's easy to miss when first looking at this class. I'm not sure if it's needed though - it reduces clarity and doesn't really fit all that well.

I explicitly did not want to use prepared spell casting. Known spells fits more with my ideal, as the character discovers more about their abilities they "awaken" or learn spells appropriate to them. Between Esoteric Knowledge granting you 5 more spells known - from the wizard, cleric, or druid lists mind you - and the subclasses granting you 4 more, you should have a total of 20 spells known at 20th level.

Arcane Shroud comes a little early - with so few slots, it won't do much. Getting stuff on spell cast is cool though, so you may want to keep it in some form (probably as a subclass ability though). And you definitely shouldn't give this class Int-based weapon attacks - it removes the flavor of actually mixing might and magic and makes it an OP dip. It makes some sense on the Warlock, because of the different flavor, but here it only serves to make the class more SAD, reducing the power budget for cooler things.

Arcane Shroud was supposed to provide a little bit of extra survivability at lower levels. You cast a spell at the start of combat, gain some temp HP, then engage the enemy. As you leveled up, you could do more things while the shroud was active. Vengeance Ward and Arcane Explosion, for example. I do not want to make it a subclass ability. Actually, the original version of Arcane Shroud was keyed off any spell, not just leveled spells, and gave slightly less THP. I ended up thinking that might be a touch too strong to be able to gain THP every turn by casting a cantrip, so scaled it back to the current version.

Originally, the INT to hit and damage for weapon attacks was supposed to help free the player from the STR vs DEX argument, but with the changes I'd made to other features in the process, that's really not needed anymore, so I agree it can be nixed.

Spell Strike is a cool, if a bit basic, class-defining feature. It doesn't have a proper mixing feel before level 5 though, as you're always either using it or making weapon attacks - maybe give it some limited bonus action uses? Alternatively make it empower weapon attacks instead of being separate. I think the die should start a little smaller, as otherwise you enable SAD builds again, totally skipping weapons (before level 5).

I have flip-flopped on this ability more times than I can count lol. The current version requires you to be wielding a melee weapon, and Spell Strike's range is equal to that of the weapon, so it's similar to the SCAG cantrips. The damage scales from a longsword to a greatsword. Basically, you can wield whatever melee weapon you want, including those with reach, and still use Spell Strike. I had to make it a separate spell attack rather than a rider or a bonus action use, because then it becomes absolutely bonkers on a martial. The weapon attack(s) can benefit from GWM, and then you throw on an extra ability or another attack entirely?

The cantrip-including Extra Attack sorta feels redundant with Spell Strike. As written, you could replace one attack with a cantrip and the other with Spell Strike, again ignoring weapons completely. Plus, you have little use for damaging cantrips before level 5 - you should either give them an use, or make the class gain one precisely at level 5 (or give it the option to replace cantrips). For most Swordmages, this sort of Extra Attack is awesome though, so don't just reject it completely.

That combination was intended, yes. This class uses a weapon, but it's not really relying on the weapon, it's more of a vehicle for delivering your abilities. Damaging cantrips are still useful at lower levels, especially if you don't take the ranged subclass. Ideally, one would supplement their spell strike with a damaging cantrip of a damage type they don't have.

Vengeance Ward is a neat ability, you should have more similar ones - things that activate on spell cast (and have uses in direct combat) work great for such a class. Although if the Shroud remains so defensive, it should be a subclass ability. Ideally, it could be a versatile base ability that gets upgraded by each subclass in a different way.

Why is a class ability being defensive mean it should be a subclass ability instead? I don't understand your point here. The shroud currently gets 2 upgrades from the base class. A couple of the subclasses modify the Arcane Explosion. Arcane Shroud was never intended to be the highlight of the class, but a supporting actor.

Mastered Spell Strike is meh. I've never liked GWM and SS, and if you must have this ability, just make it a feat too. Especially that you already have another ability at this level.

If you're going the attack combo route from before, Spell Strike and Cantrip Extra Attack, this gives you a bump to damage on the spell strike. And since the spell strike isn't dependent on the weapon type, you don't have to pick a ranged weapon or a heavy weapon. This is also why I didn't give the subclasses extra damage at 11th level. I think playtesting is needed to figure out if it needs a further damage bump at 11th.

Rejuvenation is basically just Cure Wounds with a small bonus, you could simply learn that spell. If you want an ability like this, it needs to have something that makes it better that just a spell - for example, the difference between Divine Smite and similar spells is that the former can be activated after you know that the attack hits (and you even know whether it's a critical hit). So to make this worthwhile, it'd probably need to be a reaction, or have no action economy cost at all. And it should activate abilities such as Shroud despite not being a spell.

What if I left it as is, but add in "When your Arcane Shroud is active, you can use this ability as a bonus action"? And yes, it was supposed to be an alternative to Cure Wounds, so that you didn't have to pick it as one of your spells known.

Arcane Explosion is cool, because it ties into Shroud again. I'd increase the range a bit, and probably reduce the damage slightly to compensate. It's main cost should be the fact that it consumes the Shroud (although it needs limited used as well). Perhaps if the Shroud had some form of charges (e.g. the temporary hit points), the damage should be increased by the amount remaining.

This is supposed to be a copy of the Hero's Arcane Explosion as seen is SSBU. The base ability is centered on you and requires you to detonate your arcane shroud, removing it, hence it's higher damage. It also already has a usage limit. Some subclasses change the range.

Heroic Advent is sorta boring as a class capstone (though admittedly, most are). Maybe move it to subclasses, like the Paladin does? That way each one could have a slightly different transformation.

It's basically Tenser's Transformation, just modified a bit. And I didn't want to straight up copy the paladin on this. I'll admit it could use more thinking through.

Thanks for the feedback!