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Not a Creature Was Stirring
Publisher: Dungeon Masters Guild
by Brandon D. [Verified Purchaser]
Date Added: 12/28/2018 17:58:41

This is a great adventure for new players! Just ran this for my wife, sister in law, parents, and 78 year old grandmother as an introduction to D&D a couple nights ago. It was so good and fun that they've all asked to continue the game tomorrow night and include my mother in law and other family!

Now I just need to put together the next chapter in the adventure for 6+ players... Maybe FroJack will have to make an appearance.



Rating:
[5 of 5 Stars!]
Not a Creature Was Stirring
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Creator Reply:
I'm glad you all had a great time! Not sure whether this is your first time DMing or not but if you have new players then doing a shorter campaign or breaking it up into small arcs can help keep everything nice and punchy!
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Industrialist - 5e Class
Publisher: Dungeon Masters Guild
by Brandon D. [Verified Purchaser]
Date Added: 12/11/2018 14:41:22

I'm going to start by saying that I absolutely love this class and have been excited to start playing as a rock gnome industrialist in my weekly homebrew game ever since we got to the final weeks of our recently completed Ravenloft campaign. Since we started at 3rd level and you've made several changes to the early level progression based on Tom's review, I haven't experienced any of the issues that he did so kudos on your quick response to that feedback (other than only getting two skills instead of the four I would expect).

Other than a few typos here and there (e.g., the starting equipment has "leather" as an item and a non-existent pack as an option), the PDF is well put together and nicely structured. That said, I do have a few questions about some of the design decisions for the class which will help my DM and I to nail down the mechanics of this class as we progress our campaign through to level 20. Sorry in advance for how long the rest of this review is, but I figured I'd put it here so that others who want to use the class can see your responses:

  1. Is there a reason that the Industrialist is proficient in Constitution saving throws instead of Dexterity saving throws? Jumping out of the way of an explosion seems more intelligent than just taking it. I know this is mitigated a bit by the Quick Thinking ability once you hit 5th level, but I've just been a little confused by the Constitution proficiency while building the character.

  2. It makes sense that if the power charge has been used to overcharge an invention that it will need a long rest before it is usable again (overheated, needs repair, etc.). However, I'm wondering about something like the extending ladder: if you only want to put the charge in for 2 minutes while you and your party climb the ladder then you remove the charge to shrink the ladder back to its 1' unpowered length, it seems counter-intuitive that the charge would then be unusable until the next day. This is less of an issue after you get the Power Refill ability at 3rd level, but still a little confusing for the inventions you might want to power on and off regularly. Maybe adding text for these types of items to say you can "activate/deactivate" it while it's powered without pulling out the power charge would help?

  3. Journeyman: To bring this more in line with other similar abilities (like a Bard's Jack of all Trades), I think it would make more sense to add half your proficiency bonus rounded down to tool checks instead of half your Intelligence modifier rounded down. As it is, with a decent starting intelligence (18+) there is no difference between being proficient or not with any tools for the first 4 levels, and only a difference of +1 for the next 4 levels.

  4. Knowledge Sponge: How many different skills can you use this ability with on a given day? Assuming there are 3 short rests in a day, could you potentially (temporarily) learn 3 different skills?

  5. Insane Inventor feat: I assume this feat was written before the level 14 increase in Power Surge dice was added to the main class. Should this feat be adding +1d6 to the Power Surge instead of just setting the additional damage to 3d6 (i.e., a total of 3d6 before level 14, and a total of 4d6 after level 14)?

Finally, I would love to get your opinion on two things:

  • What do you think of the possibility of adding Industrialist feats that allow followers of another Industrial Vision to gain the level 6 abilities of the Futurist or War Tinker visions (i.e., Capable Tutor and Powerful Charges). Would this be too powerful and/or unbalanced? Maybe with the requirement of having the ability to craft inventions from that vision (e.g., by taking the Creative Mix feat first)?

  • What kind of tradeoff do you think might work for exchanging time for gold when crafting inventions? In a low-gold, high-downtime campaign I would expect that spending a lot of time finding parts/materials/supplies/discounts should reduce the cost of building an invention. This shouldn't be too high a ratio, but enough that spending a month on something should result in a significant reduction in cost. Thoughts?


Rating:
[5 of 5 Stars!]
Industrialist - 5e Class
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Creator Reply:
Hey there Brandon! Would first like a chance to say thank you for your review, and the time you have spent detailing your feedback. Every comment like yours brings us that little bit closer to having a polished class. ____ I don't think I have mentioned this yet, but I will be releasing a HUGE update for the Industrialist in early 2019. The update will address the minor spelling mistakes, wording issues, and other things noted by our great community. Not only that, but I have been play testing two additional Industrial Visions for inclusion within the document, and the whole document will receive a full reskin with custom artwork and design. I think you will be very happy with what's in store, and all the issues you've mentioned here will be noted and added to the document, and your name will be added to a special thanks section of the document for your help. The class as a whole was my first homebrew attempt, and I have improved drastically over the time it has been out, so I look forward to making that update and bringing it up to my current day standard. A smaller update for both the feats, and the whole document will be added in a few hours. Thank you! ____ 1. I tossed up between Constitution saving throws and Dexterity for quite some time. Dexterity isn't required to play an Industrialist, a Strength based Industrialist is just as viable. That and some of the later level abilities that give you resistance to your Uncovered Energy damage type, or allow you to completely ignore one instance of that damage, portray the image that your character has been blasted with copious amounts of that energy and have developed a tolerance to it. Your physiology hardened through the errors of your experiments with technology. That was ultimately the design choice of having Constitution as a saving throw proficiency. 2. There are some wordings with some of the wondrous inventions that are definitely going to be touched on, without a doubt. That being said, the reason the extending ladder doesn't have an activate/deactivate function is because it is an invention only available to the Futurist. The Futurist's wireless power feature allows them to power and unpower their inventions wirelessly without putting a charge within the invention. This allows them to circumvent the power charge degrading when it is removed from the invention. The rapid powering of different wondrous inventions to gain their effects without losing power charges is a feature that makes the Futurist feel unique, and that was the main reason for that design choice. 3. 100% agree with you, very valid points! I will make the change now. 4. I didn't realise that I left Knowledge Sponge uncapped, thanks for the catch. I will limit it to one skill per long rest, thank you! 5. You're 100% correct again here, I had yet to make the change. I will change the wording around so it fits with the power surge improvement. ____ - I think it may be a little too powerful, particularly a War Tinker gaining access to the Capable Tutor feature, the War Tinker's weaponry is very powerful, put the War Tinker's weaponry in the hands of everyone in your party (particularly a number of people with extra attack) and you've got an issue on your hands. That then raises the problem that a Futurist who takes that feat could potentially gain knowledge of how to craft one of those super powerful inventions and do that regardless, so I think that feat may need to be scrapped. - I love the idea of adding more time to an invention to circumvent the gold process. I will be adding a few alternate rules to the document I am making, as a number of points have been raised in the discussion section on how to play this class in a low downtime + low gold setting, low downtime setting, or low gold setting. I'll be adding alternate rules that allow players to craft inventions after reaching certain levels, from gaining XP, through time only, through gold only, and through misc items. Hopefully these alternate rules will help the Industrialist see use in campaign settings that aren't optimal for a the RAW Industrialist. ____ Once again, thank you for your feedback, it has been invaluable. Please feel free to respond, if not here, in the discussion section of the Industrialist. I would love to hear more from you, you've been a great help.
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