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Thread: Knight Class (Yacht Club Games)
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2024-03-09, 10:20 AM (ISO 8601)
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Knight Class (Yacht Club Games)
So, I remember a while back when Yacht Club Games published a D&D class rlated to their Shovel Knighte game release. I have the pdf for it, Shovels and Shields.
I've been here before asking about a seperate 3rd party class, so I wanted to ask a similar question about this one. Is it playable, is it a good player class option in comparison to the others??
The of for Shovels and Shields can be found here. https://old.yachtclubgames.com/wp-co...ields_V1.1.pdf
Update: Yeah idk how I got the wrong URL on that one.^Last edited by Mr.PC0X; 2024-03-09 at 12:30 PM.
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2024-03-09, 10:47 AM (ISO 8601)
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- Feb 2017
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2024-03-09, 11:02 AM (ISO 8601)
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- Mar 2016
Re: Knight Class (Yacht Club Games)
Here’s the link: https://old.yachtclubgames.com/wp-co...ields_V1.1.pdf
I haven’t played it or even looked at it yet, but I thought this would be a helpful start…
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2024-03-09, 12:05 PM (ISO 8601)
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- Oct 2010
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Re: Knight Class (Yacht Club Games)
It appears to be a martial class that... doesn't get Extra Attack, unless I'm missing something.
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2024-03-09, 12:31 PM (ISO 8601)
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2024-03-09, 01:13 PM (ISO 8601)
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- Nov 2015
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- Finland
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Re: Knight Class (Yacht Club Games)
Marital Controller sounds so wrong. I hope you meant martial?
Please be mindful of what you say in public; sadly not all can handle sarcasm or The Internet Credibility.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2024-03-09, 01:38 PM (ISO 8601)
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- Feb 2017
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2024-03-09, 02:16 PM (ISO 8601)
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- Oct 2010
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Re: Knight Class (Yacht Club Games)
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2024-03-09, 05:27 PM (ISO 8601)
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- Aug 2020
Re: Knight Class (Yacht Club Games)
It's certainly playable, but IMO it sorta blows. The power level of it just seems a bit underwhelming, though it is heavy with flavor and unique identity, which would certainly be a bonus for people interested in replicating the game's characters.
The relic system seems sorta cool, but paired with ichor and the sheer amount of class features it gets a bit much. Plus, the relics themselves aren't very powerful, or at least not enough to justify them replacing another potentially useful feature, like Spellcasting. Like, look at:
Originally Posted by Yacht Club Games
I don't think it'll break any games, but I worry that a player might get a bit bored or feel overshadowed if they try and pick it up. Though, who knows, maybe there's an interesting combo with some multiclassing, like Barbarian Rage + Reckless Attack + Shovel Drop.
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2024-03-09, 07:51 PM (ISO 8601)
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Re: Knight Class (Yacht Club Games)
I'm not expecting too much, but if this class is underwhelming, what would be a good way to fix it. Personally, I'd start by giving it starndard ability score increases at the proper levels (rather than skipping the one at 16th). If Extra Attack is something it should receive add it, perhaps at 5th like every other martial class. I want to retool the ichor/relix system but that willt ake work.
What general suggestions would you have that make the class more balanced?
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2024-03-09, 11:01 PM (ISO 8601)
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- Aug 2020
Re: Knight Class (Yacht Club Games)
I don't even wanna touch the subclasses right now since they're so bloated with features. Here are some of my thoughts going just from the main class stuff:
- Move Ichor/Relics to 1st level, maybe switch with Knight's Code? Though the initial 2 sets of subclass features might need to be squished/moved.
- Move Hopeful Soul to 2nd level
- Remove the Code of the Adventurer - it just seems a bit bland and unfocused
- Extra Attack at 5th, as mentioned
- Campfire Craftsman shouldn't be gated by a roll, it should just happen. Maybe swap the dice values for HP/temp HP.
- Unwavering Spirit is strange. It's not a ribbon feature, per se, but it's not really that impactful, either. Maybe just change it to proficiency in Wisdom saving throws, to be honest.
- Treasure Tracker has too little impact, especially when preceded by a dead level, and certainly by level 14+. Honestly it's something you'd get at around level 5, or earlier.
- Oh, the dead levels, how many there are. Honestly unsure of what to do with them. Certainly I think there should be more support abilities, but also something for increased mobility - like jump height. Maybe paring down the relics and gating their selection to certain levels might work best (Say, 1st, 6th, 10th, 14th, 18th?). Would help keep the power level in check and simplify the relic system a bit.
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2024-03-09, 11:31 PM (ISO 8601)
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- Dec 2010
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- Where I live.
Re: Knight Class (Yacht Club Games)
The whole thing is mostly focused on being fan-service (you're supposed to look at the different Relics and go "ooh, like in the video game!") before actually being usable, I'm afraid, and appears to have been designed by someone who wasn't used to working with 5e's rules. Most of the class is pretty lackluster, but then you have stuff that breaks core system math, like how a high level Code of Shovelry character gets a +5 to hit with Shovel Blades at all times, or how a Code of Aegis character can pick up a (cheap!) Relic that makes shields give them +5 AC in exchange for losing 10ft of movement speed.
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2024-03-10, 07:39 AM (ISO 8601)
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- Jan 2018
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- USA, Wisconsin
Re: Knight Class (Yacht Club Games)
I feel like this could definitely be interesting to play with, you could certainly have fun with it, and I don't think it's the worst thing. I'd be down to try playing as these if I get the chance
Last edited by elyktsorb; 2024-03-10 at 07:41 AM.