Showing posts with label augmented. Show all posts
Showing posts with label augmented. Show all posts

Tuesday, November 20, 2018

Class: The Augmented [Second Draft]



The Augmented was always a promising concept but, as one of my first full classes, not one I feel I executed initially very well. It had a handful of balance issues that needed solving, and stepped on a few toes.

But, more importantly, it had great thematic potential, and a well-defined space that allowed it to exist as a distinct class!

Converting it to v0.2 required a few crucial changes, most of which I'll elaborate briefly on in the changelog.

CHANGELOG:

  • Streamlined level progression, keeping front-end from being too heavy
  • Rolled Overdrive and Shield Matrix into subclasses, to keep the class from having too many tools
  • Rebalanced several key augments
  • Added integrated weapon augments into the core battlefist design
CONCERNS:
  • The class still occupies a distinctly science-fiction thematic niche. I don't think this is strictly forbidden in D&D, but it's definitely on the far side of acceptable.
WHAT I LEARNED: 
  • I accidentally released this one before I planned to! I need to be more careful with which version of files I upload, when.

Wednesday, April 4, 2018

Class: The Augmented [Rough Draft]


Available on the DM's Guild (pay what you want) at this link!

So here's what I've been working on all this time!

It's been very hard to get perfect, but I finally got it into a state that I'm happy with. New classes are always tough (half-casters most of all), and building a technology-based class in a mostly non-technological game is additionally tricky!

But enough of my woes, I'm sure you want to hear what the Augmented has to offer!

FEATURES:

  • 3 subclasses, ranging from protecting your allies with conjured barriers to hacking into the minds of your foes!
  • 34 augments, allowing you to customize your augmented and create something truly unique.
  • A progressive system for upgrading your body as you level, allowing you to build new augments into your newly-upgraded parts.
  • Battlestrikes that deal additional damage, and allow you to control the flow of battle.
  • Personal shielding, to give you that much additional survivability!
CONCERNS:
  • Augments are varied, and hard to balance. So far, they seem acceptable.
  • This class dabbles in a lot of kits that may belong to other classes, but with enough caveats that hopefully that shouldn't matter too much. 
WHAT I LEARNED:
  • Yep, this is DEFINITELY the hardest thing I've worked on so far. Balancing half-casters is no joke!