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Feedback

Posted: Wed 17 Jun 2020, 16:10
by samirvsmachine
* Hit Die/Hit Points: It's not very clear when to use your race or class Hit Die or Hit Points, but I love the idea, thought. My suggestion is use the race Hit Die/Hit Points and get a bonus HP when you pick a class if needed.

* Scoundrel Explorer: Monster Hunter is quite the skill. If you are a Goblin Scoundrel Explorer you can sneak attack everything :-). I would suggest adding an Bonus Action cost or replacing "advantage" for a damage bonus (equal to proficiency bonus?!).

* Warrior Action Surge: While it's the Fighter key feature in D&D I find it kind of boring. Once you use (or waste it) in a combat that's it. My suggestion is adding a resource (Stamina?!) and a small list features you can use by spending the resource similar to D&D Monk Ki feature but Warrior oriented: maintain forced march, use a Bonus Action to make a single attack, resist Exhaustion, block an attack (shield or parry with a weapon), etc.

I love Symbaroum original ruleset, but I really enjoyed to see Symbaroum 5E flavour. It's a refreshing feel to 5E classes.

Re: Feedback

Posted: Wed 17 Jun 2020, 16:16
by Rangertheman
The headers in chapter 3 say Ruins of Symbar instead of Ruins of Symbaroum.

Re: Feedback

Posted: Wed 17 Jun 2020, 18:23
by Jacob Rodgers
* Hit Die/Hit Points: It's not very clear when to use your race or class Hit Die or Hit Points, but I love the idea, thought. My suggestion is use the race Hit Die/Hit Points and get a bonus HP when you pick a class if needed.
The preference is to use the race hit points. The class-based hit points are only if you want to use one of these classes in a standard 5e game.

* Scoundrel Explorer: Monster Hunter is quite the skill. If you are a Goblin Scoundrel Explorer you can sneak attack everything :-). I would suggest adding an Bonus Action cost or replacing "advantage" for a damage bonus (equal to proficiency bonus?!).

The disadvantage (at least until level 6) is that you have to get up close and personal with the monster. And squishy d6 hit point goblins might not want to do that all the time. :)
* Warrior Action Surge: While it's the Fighter key feature in D&D I find it kind of boring. Once you use (or waste it) in a combat that's it. My suggestion is adding a resource (Stamina?!) and a small list features you can use by spending the resource similar to D&D Monk Ki feature but Warrior oriented: maintain forced march, use a Bonus Action to make a single attack, resist Exhaustion, block an attack (shield or parry with a weapon), etc.
Interesting. We'll take a look at things.

I love Symbaroum original ruleset, but I really enjoyed to see Symbaroum 5E flavour. It's a refreshing feel to 5E classes.
Thanks!

Re: Feedback FRUSTRATING !!!

Posted: Wed 17 Jun 2020, 22:20
by c4mp3ur
Hello,
Just received the stuff ... and it is SOOOOOO GOOD that i want more, i want everything, i want it now
Really impressive work, so much things are good.
Even the character sheet, i have seen so much ogl that can’t layout something very much different from the DD5 sheet. And you even succeeded that point keeping the feeling of the Symbaroum one.
So i don’t thank you ... well done ... i am impatient now ;)
Julien

Re: Feedback

Posted: Wed 17 Jun 2020, 22:49
by Azel-Liark
Some of my players don't want to change too often of system rules. So the 5e OGL is my opportunity to play in this universe with them.

Max level
In the beta, all the classes are going until level 6.
Willl it be a "hard" limit without possiblility to go to a higher level?

It makes sense to not have level 20 characters as I don't think it would feel as Symbaroum as such high level. But I think the level 9-10 could still be an acceptable limit.

Re: Feedback

Posted: Thu 18 Jun 2020, 07:52
by Mattias_JH
Max level
In the beta, all the classes are going until level 6.
Willl it be a "hard" limit without possiblility to go to a higher level?
Hi! No, this limit is for this starter PDF only. If it is well received and we go forth with a full conversion, all classes will (most likely) run up to lvl 20.

Re: Feedback

Posted: Thu 18 Jun 2020, 08:06
by Mattias_JH
The headers in chapter 3 say Ruins of Symbar instead of Ruins of Symbaroum.
Ooops! :-D

Re: Feedback

Posted: Thu 18 Jun 2020, 09:19
by Davekay
Rituals
Hope to see more Ritual Spells, to match most of the rituals present in Symbaroum original system.
Theurgs
In the original Symbaroum system Theurgs are healers but also a bane for Undeads and Abomination. Now in this 5E conversion, they seem more dedicated to protection and healing. Have you thought to give them channeling powers like "Destroy Undeads" or similar?

Re: Feedback

Posted: Thu 18 Jun 2020, 12:22
by Jacob Rodgers
Rituals
Hope to see more Ritual Spells, to match most of the rituals present in Symbaroum original system.
Absolutely!
Theurgs
In the original Symbaroum system Theurgs are healers but also a bane for Undeads and Abomination. Now in this 5E conversion, they seem more dedicated to protection and healing. Have you thought to give them channeling powers like "Destroy Undeads" or similar?
Theurgs can Turn Undead. As Mattias_JH somewhat hinted at, we developed these sample classes all the way to 20th level for balance reasons and then trimmed down to level 1-6 for the sampler. As Theurgs gain in power, the ability to turn the undead grows into the power to destroy them

Re: Feedback

Posted: Thu 18 Jun 2020, 14:48
by Davekay
]Conversion Symbaroum vs Ruins of Symbaroum
Have you thought about a conversion table to convert existing Pc from original Symbaroum xp system to levels in 5E?
Example: A Pc with 100xp is comparable to what level in 5e?