Nyan
2018-11-10, 11:53 PM
So. Before i go any further im gonna make stuff clear.
Im not intending to leave the group. It is not an option.
I love my group and the gm to death no matter what stuff they pull.
In the end im still having fun.
With that out of the way...The **** that really grinds my gears...
Introducing the group.
GM ofc
Spore druid (me)
Monk
Ranger
Wizard
We are level 7
So during the course of our campain long story short the dm figured he would do some homebrewing to give us some extra abilities that would be cool and fun. Im a big fan of homebrewing stuff and adding new things as long as it does not go way to crazy and usualy is kept within the boundaries and guidelines of the game. So i figured yeah it could be fine.
He would present it to us as 3 different paths we could take much like archetypes that would grow in power as we progress. I will not enter all of them but simply the ones we chose. And we would get a few abilities and boosts accordingly.
He made a few statments that are key here.
"They might be too good within the rules of the base game." Which is totaly fine if he can manage the extra headache of balancing encounters.
"Ill balance these paths for all of you between one another." This gave me the impression he knew what he was doing and at least makes our extra stuff feel fair in comparison to another.
Now as stuff progressed i would very soon find out this would not be the case...ill tell you the stuff i know so far.
The wizard he chose a path of enchantment.
He got one extra language.
+1 extra dice on his cantrips
3 extra spells of the enchantment school that is of any levels he can currently cast. (Which is at highest 4th)
Once per day (we all got one of these)
He may cause a target to have disadvantage on their saving throw against his enchantment spell. (Only later has he added it trumps magic resistance and immunity to charm/frighten/mind-effecting stuff. After i had pointed it out comparing with other once per day stuff we got.)
So far so good.
The monk chose the path of the monkey
Learned to speak with animals but he cant understand them.
+1 dice to his unnarmed strikes
+5 reach on his attacks
When he attacks someone they cant make AoO towards him
Climb speed equal to his regular speed
Once per day
He may use his flurry of blows twice on a single turn. So 2 more attacks (dont remember if it cost him ki but i think it didnt.)
SO. Already clearly there is a difference between these two. The monk clearly got more stuff and as for the relative strenght of the abilities themselves it seems alright. But things got worse as it progressed to me and the last player. The ranger.
The path i chose for my spore druid was the path of the poison ivy.
I get to speak with plants and i understand them without spells (already better than the monks extra language)
+1 damage dice to my cantrips (same as wizard and the monk)
+5 reach to my spell attacks, regular attacks and cantrips (now i got something like the monk while wizard got left out.)
+3 extra damage to my Halo of spore ability (use a reaction on my turn to deal poison damage to a foe within 10ft) (Again the wizard seems left out in the number of stuff we are getting.)
When people hit me they take my halo of spore damage.
I can use Reckless attack but works for spell attacks too.
3 extra spells just like the wizard that are always preped but they have to be offensive spells. No limitation on school.
A recharge ability that recharges on a d6 by rolling 5-6. Which deals 4d6 peircing damage in a 15ft cone and people save for half and then save again or become poisoned for 1 min and continue saving at the end of their turns. (Notice how im not even at my last ability yet)
Once per day....
Create a 25ft radius sphere. Everyone in the area besides me and zombies i create with my spore abilities are automatically poisoned unless they are immune. They save con to halve 8d8 poison damage at the begining of their turns. And if they die inside of this area become zombies i control for 1 hour like my other spore ability from my archetype. (But better since they dont have 1 hp etc)
So yeah. Poison and the condition is a very much resisted one but clearly this ability is waaaay better than the rest previously stated....and i got more stuff...and no. Im more concerned rather than happy about it.
Now finaly for the last player. The ranger. I only know his once per day ability but he did things differently with him.
He spoke with the player directly and asked for ways to make the abilities and his paths. When he had with the rest of us completley kept things quiet and did it on his own. Despite me offering myself to help adjust and work out the abilities since i have played for a very much longer time and i figured i could make things even.
So now... here is the ability as far as ive learned.
His path is called the path of the void dragon
Once per day
Creates a litteral black hole covering a 15ft square. (Dont know how far away he can place it from himself.)
It starts sucking in everyone he has not declared as his allies towards the hole. The range of this is 120feet
He might be able to dispel it whenever he pleases.
I dont know the duration.
They make a constitution save at the beginning of their turn and if they SUCCEED they are pulled 15ft towards it...UNLESS they have a solid thing to hold on to in which case they dont go closer at all.
If they FAIL they are pulled 30ft towards the hole.
Once a creature gets sucked in to the edge of the orb they stop no matter how much they had left to be moved. Now thir movment speed for their turn is 0 but can act normal otherwise.
If spaces fill up around the orb. The same thing happens to people 10ft away once it does not have more space around it.
Now at the begining of their subsequent turns they make a con save again to not fall in to the hole. Again their movement is 0 as long as they are in the edge.
If they do fall in to the hole. They dissapear in to the void and is gone. No matter the creature or monster that they are.
On further questions regarding this... He says he rolls on a d100 to see where they end up...He has hinted they might end up someplace else. Or someplace else in time or in the case of a 1 are lost for ever. Or with a 100 end up exactly where they would want to be...So in short...its up to the gms whim....But they are removed from the encounter entierly....
And he makes a second comment that the ranger also has OTHER abilities that may be powerfull too...So...Yeah...we got some cool abilities but here the ranger comes with a "I WIN" Button....
And im in a situation where i cant say anything cause i dont want to sound like im whining and am upset cause his ability is more powerfull than mine. And i will probably be met with (we make adjustments later if we notice its broken)
But it is broken...right now. And i know for a fact the other players the monk and the wizard is not going to like the difference in our stuffs power in general.
I could not care less but i want to avoid people feeling left out.
And i notice clear favoritism but again i dont wanna be "that guy who complains all the time" and the ranger and the gm is closer friends than i am with the gm. So clearly he listens to him more than me.
Not saying im better than anyone else...but this...i cant stand it. Why not fix it at once? Cant he see that the abilities are CLEAR AS DAY more powerfull than the others?
So im in a position where i cant complain to the gm directly and try to set things straight cause he does not listen and i dont wanna be "that guy"
I cant talk to the other players either about it cause i dont wanna go behind anyones back either.
So im stuck with this...
Thoughts, oppinions, simular kinds of stories, All things are welcome. Rant over.
Im not intending to leave the group. It is not an option.
I love my group and the gm to death no matter what stuff they pull.
In the end im still having fun.
With that out of the way...The **** that really grinds my gears...
Introducing the group.
GM ofc
Spore druid (me)
Monk
Ranger
Wizard
We are level 7
So during the course of our campain long story short the dm figured he would do some homebrewing to give us some extra abilities that would be cool and fun. Im a big fan of homebrewing stuff and adding new things as long as it does not go way to crazy and usualy is kept within the boundaries and guidelines of the game. So i figured yeah it could be fine.
He would present it to us as 3 different paths we could take much like archetypes that would grow in power as we progress. I will not enter all of them but simply the ones we chose. And we would get a few abilities and boosts accordingly.
He made a few statments that are key here.
"They might be too good within the rules of the base game." Which is totaly fine if he can manage the extra headache of balancing encounters.
"Ill balance these paths for all of you between one another." This gave me the impression he knew what he was doing and at least makes our extra stuff feel fair in comparison to another.
Now as stuff progressed i would very soon find out this would not be the case...ill tell you the stuff i know so far.
The wizard he chose a path of enchantment.
He got one extra language.
+1 extra dice on his cantrips
3 extra spells of the enchantment school that is of any levels he can currently cast. (Which is at highest 4th)
Once per day (we all got one of these)
He may cause a target to have disadvantage on their saving throw against his enchantment spell. (Only later has he added it trumps magic resistance and immunity to charm/frighten/mind-effecting stuff. After i had pointed it out comparing with other once per day stuff we got.)
So far so good.
The monk chose the path of the monkey
Learned to speak with animals but he cant understand them.
+1 dice to his unnarmed strikes
+5 reach on his attacks
When he attacks someone they cant make AoO towards him
Climb speed equal to his regular speed
Once per day
He may use his flurry of blows twice on a single turn. So 2 more attacks (dont remember if it cost him ki but i think it didnt.)
SO. Already clearly there is a difference between these two. The monk clearly got more stuff and as for the relative strenght of the abilities themselves it seems alright. But things got worse as it progressed to me and the last player. The ranger.
The path i chose for my spore druid was the path of the poison ivy.
I get to speak with plants and i understand them without spells (already better than the monks extra language)
+1 damage dice to my cantrips (same as wizard and the monk)
+5 reach to my spell attacks, regular attacks and cantrips (now i got something like the monk while wizard got left out.)
+3 extra damage to my Halo of spore ability (use a reaction on my turn to deal poison damage to a foe within 10ft) (Again the wizard seems left out in the number of stuff we are getting.)
When people hit me they take my halo of spore damage.
I can use Reckless attack but works for spell attacks too.
3 extra spells just like the wizard that are always preped but they have to be offensive spells. No limitation on school.
A recharge ability that recharges on a d6 by rolling 5-6. Which deals 4d6 peircing damage in a 15ft cone and people save for half and then save again or become poisoned for 1 min and continue saving at the end of their turns. (Notice how im not even at my last ability yet)
Once per day....
Create a 25ft radius sphere. Everyone in the area besides me and zombies i create with my spore abilities are automatically poisoned unless they are immune. They save con to halve 8d8 poison damage at the begining of their turns. And if they die inside of this area become zombies i control for 1 hour like my other spore ability from my archetype. (But better since they dont have 1 hp etc)
So yeah. Poison and the condition is a very much resisted one but clearly this ability is waaaay better than the rest previously stated....and i got more stuff...and no. Im more concerned rather than happy about it.
Now finaly for the last player. The ranger. I only know his once per day ability but he did things differently with him.
He spoke with the player directly and asked for ways to make the abilities and his paths. When he had with the rest of us completley kept things quiet and did it on his own. Despite me offering myself to help adjust and work out the abilities since i have played for a very much longer time and i figured i could make things even.
So now... here is the ability as far as ive learned.
His path is called the path of the void dragon
Once per day
Creates a litteral black hole covering a 15ft square. (Dont know how far away he can place it from himself.)
It starts sucking in everyone he has not declared as his allies towards the hole. The range of this is 120feet
He might be able to dispel it whenever he pleases.
I dont know the duration.
They make a constitution save at the beginning of their turn and if they SUCCEED they are pulled 15ft towards it...UNLESS they have a solid thing to hold on to in which case they dont go closer at all.
If they FAIL they are pulled 30ft towards the hole.
Once a creature gets sucked in to the edge of the orb they stop no matter how much they had left to be moved. Now thir movment speed for their turn is 0 but can act normal otherwise.
If spaces fill up around the orb. The same thing happens to people 10ft away once it does not have more space around it.
Now at the begining of their subsequent turns they make a con save again to not fall in to the hole. Again their movement is 0 as long as they are in the edge.
If they do fall in to the hole. They dissapear in to the void and is gone. No matter the creature or monster that they are.
On further questions regarding this... He says he rolls on a d100 to see where they end up...He has hinted they might end up someplace else. Or someplace else in time or in the case of a 1 are lost for ever. Or with a 100 end up exactly where they would want to be...So in short...its up to the gms whim....But they are removed from the encounter entierly....
And he makes a second comment that the ranger also has OTHER abilities that may be powerfull too...So...Yeah...we got some cool abilities but here the ranger comes with a "I WIN" Button....
And im in a situation where i cant say anything cause i dont want to sound like im whining and am upset cause his ability is more powerfull than mine. And i will probably be met with (we make adjustments later if we notice its broken)
But it is broken...right now. And i know for a fact the other players the monk and the wizard is not going to like the difference in our stuffs power in general.
I could not care less but i want to avoid people feeling left out.
And i notice clear favoritism but again i dont wanna be "that guy who complains all the time" and the ranger and the gm is closer friends than i am with the gm. So clearly he listens to him more than me.
Not saying im better than anyone else...but this...i cant stand it. Why not fix it at once? Cant he see that the abilities are CLEAR AS DAY more powerfull than the others?
So im in a position where i cant complain to the gm directly and try to set things straight cause he does not listen and i dont wanna be "that guy"
I cant talk to the other players either about it cause i dont wanna go behind anyones back either.
So im stuck with this...
Thoughts, oppinions, simular kinds of stories, All things are welcome. Rant over.