Talk:Transforming Hero (3.5e Class)
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Hell to Balance[edit]
I wanted the NPC gestalting there, but between that and the sheer number of options it's hell to balance. I will be playtesting shortly. -- Eiji-kun (talk) 09:18, 9 November 2014 (UTC)
- A few observations with recommendations (2 big nerfs, 1 minor buff). I think what makes the gestalt super strong is Life Link. You're essentially doubling up HP with two sources of HP modifiers and HD. Capping the amount you can Life Link to something like level or level x2 would curb it a great deal. The double HD of gestalt interacts favorably with feats that increase HD type like Tough Guy, as it gets to double-dip.
- I feel like Hero Spirit HP Pool should fully renew with 8 hour rest or some shorter interval even, with the exception of when it is "killed" only renewing to half maximum as that seems apt. It just feels anti-thematic to have to heal the spirit form every time combat music ends, or summoning an increasingly battered ideal form.
- Team Blast is very strong, and I'm not sure that requiring move actions from allies is the best balance to it. I wouldn't want to feel like I'm bullying allies to skip part of their turn to do the optimal play. I think just giving +1d6 per ally and capping it at 4 allies keeps the craziness down from dealing 6d20 every round at level 6. It changes the assistance from something out of line with damage per turn, to a minor boost that is nice if they had nothing to do with the move anyway. -- ErikOfWiki (talk) Feb 11, 2024