Maybe with the old Lancer damage, yeah, but I don't see 70-80 damage happening now. Assuming a weapon that does at least 2d4 damage, power attack, and a 24 str (possible if you get a str boost materia) you'd deal 2d4+20 assuming you roll 2 on both dice, for 4 damage that is 24, doubled to 48 +4d6, average is 12 extra damage, 60. I don't see the 70-80 damage, am I missing something? Unless they were using Materia to add more damage, but that's not the Dragoon class alone doing that, it's stacking on damage Materia, so I doubt that was a factor in this, as other classes can deal insane damage with Materia bonus damage. I mean, it's your game, I just kinda felt putting that to lv 20 was a bit much, level 11 may be too early for dealing double damage, but level 20 is a little too late, too. Mounted Combat has the same limitations as charging, room to move. If we're in a wide open space, people mounted, charging, will do the same damage, if we're in a clustered area with little room to do fancy maneuvering, it'd be hard to find room to charge. Not everyone is out to be super optimized psycho dragoon of doom. After you clarifying how charge interacted with jump, I understood why you reduced the lancer damage down, it makes sense, that would be too much, so I get that one, Leaping Charge just throws me off at being so late.
the above damage accounts for weapon spec + power attack I'd need a 19-20 to crit, if using Mighty Charge, but this assumes Mighty charge is not an 11th lv ability, and Leaping Charge is, so I'd need a nat 20 to crit.
Besides, there is one feat that kinda breaks all of Dragoon, Vital Strike and it's whole feat chain, by the last one, you deal weapon damage x4, so a 2d4 weapon becomes 8d4, cannot be used on charge attacks, though. That's something that can really make things imbalanced. You are making a homebrew system, so there are feats from the core system that can cause serious issues. This is why Frankto reworked some of the core D20 Modern feats to have different effects. What all feats was this Dragoon playtester using? Was it anything like what I did when playtesting monk, where I dealt 45 damage twice on a charge attack?
the above damage accounts for weapon spec + power attack I'd need a 19-20 to crit, if using Mighty Charge, but this assumes Mighty charge is not an 11th lv ability, and Leaping Charge is, so I'd need a nat 20 to crit.
Besides, there is one feat that kinda breaks all of Dragoon, Vital Strike and it's whole feat chain, by the last one, you deal weapon damage x4, so a 2d4 weapon becomes 8d4, cannot be used on charge attacks, though. That's something that can really make things imbalanced. You are making a homebrew system, so there are feats from the core system that can cause serious issues. This is why Frankto reworked some of the core D20 Modern feats to have different effects. What all feats was this Dragoon playtester using? Was it anything like what I did when playtesting monk, where I dealt 45 damage twice on a charge attack?