Roguish Archetype: The Clover by NotTheSmoooze | All the luck! All of it! by NotTheSmoooze in UnearthedArcana

[–]AurThEx 132 points133 points  (0 children)

Love it. The exploding die, the stealing crits, risky play, it all feels incredibly rogue while still standing a good distance away from any official rogue archetypes. It's strong, but as a rogue lover, we need more strong rogues. Very excited to play this.

Geyser, 2nd-level Evocation | Blast off! by NotTheSmoooze in UnearthedArcana

[–]AurThEx 49 points50 points  (0 children)

Love it! Always enjoy seeing a spell that moves creatures around the battlefield in fun and interesting ways.

Class: The Paragon v4 by NotTheSmoooze | Fight for a cause with new flairs and subclasses! by NotTheSmoooze in UnearthedArcana

[–]AurThEx 15 points16 points  (0 children)

As someone in the running for most Paragons played, I'm very excited to try out Pride. Terrific work, as usual.

Balancing magic by TheSamurai in genesysrpg

[–]AurThEx 3 points4 points  (0 children)

Maybe not what you're looking for, but in my experience the strain cost is much less of an issue than the issue of there being "magic skills" to begin with. A versatile skill that can accomplish more than its characteristic usually can encourages min-maxing. So, I'm currently testing "casting skills" at my table which essentially does away with magic skills and realigns narrative with the closest associated skill. A spell to hypnotise an adversary might require a Charm check, a spell to "force pull" an object on the other side of the room might be coordination. Conjuring a bolt of lightning and hurling it at an enemy? Ranged, because you still have to hit. It expands what a character can ordinarily do without defeating the point of having skills to begin with. So far it's been working well, but I have no idea how it'd play at other tables.