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Mr. Lobe posted:If you have unarmed fighting style from Fighter or Monk or drop the shield to draw a weapon, yes. It takes an action to remove a shield.
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# ? Sep 11, 2022 23:51 |
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# ? Jun 3, 2024 21:44 |
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Toshimo posted:It takes an action to remove a shield. Ah, I thought that was just drawing. Unarmed it is, and you're stuck with 1d6 damage die if you do it as a fighter fighting style, but you get a 1d4 bonus damage for having em grappled per round.
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# ? Sep 11, 2022 23:54 |
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Hey D&D thread, I have a question for people who play custom third-party settings (either homebrew or fan-made stuff or peoples' original campaigns or whatever) Do you prefer settings that incorporate some elements of official D&D settings (like monsters, spells, classes, items, etc.) or settings where almost everything is custom, including things like spellbooks? If a setting is entirely made from scratch, is it "too much" to learn everything all over again instead of relying on some existing familiarity with D&D, or is that part of the fun? deep dish peat moss fucked around with this message at 00:02 on Sep 12, 2022 |
# ? Sep 11, 2022 23:59 |
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I don’t think you would need to go so far as renaming spells or reskinning monsters. That stuff is pretty universally accepted.
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# ? Sep 12, 2022 00:08 |
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imagine dungeons posted:I don’t think you would need to go so far as renaming spells or reskinning monsters. That stuff is pretty universally accepted. Yeah I'm running a fully homebrew setting and didn't change any of this stuff
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# ? Sep 12, 2022 00:12 |
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I'm approaching it from the other direction - wondering whether it would be too much for players to adapt to if that's what I wanted to do But more than only reskinning and renaming spells, I have things like an entirely different non-vancian magic system in mind which would make the official spell and class lists feel a little out of place, for example. (I don't have specific players in mind to ask their opinion, it's just something I've been putting together as a hobby)
deep dish peat moss fucked around with this message at 00:16 on Sep 12, 2022 |
# ? Sep 12, 2022 00:13 |
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I feel like if you're replacing the magic system to that extent, that's not so much a custom setting thing as it is you making a new game that's largely based on 5e. Like that's not necessarily bad, but when talking with your players about what you want to do, you need to approach it from that direction.
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# ? Sep 12, 2022 00:24 |
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Gao posted:I feel like if you're replacing the magic system to that extent, that's not so much a custom setting thing as it is you making a new game that's largely based on 5e. Like that's not necessarily bad, but when talking with your players about what you want to do, you need to approach it from that direction. There aren't any theoretical players here that the setting is going to be pitched to (it's a custom worldbuilding piece that I'm adapting to various forms, such as a D&D setting, for my portfolio. I'm not expecting anyone to actually play it), I'm just asking for opinions on whether people like or enjoy playing custom settings that change the mechanics to that degree or whether they prefer ones that remain rooted in D&D, because I haven't played D&D since 3.5e and I don't know if that kind of everything's-changed homebrew setting is popular or not in the current generation of D&D. Even if no one's going to play the thing I make I want to design it with the tastes of theoretical people who would play it in mind. deep dish peat moss fucked around with this message at 00:52 on Sep 12, 2022 |
# ? Sep 12, 2022 00:47 |
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If I was going to change everything like that I would start with something simpler like basic D&D or D20 modern. But in general I'm always interested in playing a DMs homebrew system, because I find new systems fascinating. If I want to play a second session would of course be up to your systems actual quality.
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# ? Sep 12, 2022 00:51 |
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For better context, I'm putting it together as part of a portfolio that includes adapting this one setting to various formats (board game, D&D setting, wiki, screenplay, etc), and choosing D&D 5e in particular because it's popular and has the most players, therefore it's the most 'marketable' and fitting for a portfolioRutibex posted:If I was going to change everything like that I would start with something simpler like basic D&D or D20 modern. But in general I'm always interested in playing a DMs homebrew system, because I find new systems fascinating. But this is a good point too, and I'm much more familiar with pathfinder/3.5e/etc. personally. My exposure to custom D&D campaigns is things like old Dark Sun and Spelljammer books where the official settings included fairly drastic mechanics changes - like how in Dark Sun reading was illegal so wizards couldn't easily carry spellbooks or scrolls and your character had to find a teacher who could teach them new spells and they had to hide their spellcasting and 'learn' their spells in creative ways like weaving them into their robes. But it sounds like those kinds of changes aren't really a thing in most modern D&D settings? Like, would a 'proper' D&D5e version of a setting use mainline D&D classes and mechanics and just purely be about the setting and adding additional things (like a new class or two) to the existing mechanics? (The casting system I have in mind is reagent-based and not class restricted, which may or may not be 'fun' but it's fitting for the setting If nothing else I could leave wizards intact as-is and just add the reagent-based casting as an additional layer of mechanics on top of everything else) deep dish peat moss fucked around with this message at 01:13 on Sep 12, 2022 |
# ? Sep 12, 2022 01:04 |
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deep dish peat moss posted:Like, would a 'proper' D&D5e version of a setting use mainline D&D classes and mechanics and just purely be about the setting and adding additional things (like a new class or two) to the existing mechanics? yep, this is exactly how 5e works. even settings that should have new or different subsystems do not; the recent Spelljammer release almost entirely eschewed rules updates except for a single page on ship combat with a sidebar advising you not to even bother and one (1) d20 encounter table. I know you don’t intend to release a commercial product here, but if you did you’d be expected to take care of any new mechanics either through subclasses, one or two new classes (5e Eberron added the artificer), or some optional changes to flavor. there are very few exceptions—Drop Dead Studios’s Spheres of Might/Power and EN Publishing’s Level Up Advanced 5th Edition come to mind—which get by solely on their pedigree
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# ? Sep 12, 2022 01:43 |
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Pretzel Rod Stewart posted:yep, this is exactly how 5e works. even settings that should have new or different subsystems do not; the recent Spelljammer release almost entirely eschewed rules updates except for a single page on ship combat with a sidebar advising you not to even bother and one (1) d20 encounter table. Not really. Ship Combat works fine from my experimenting with it. The side bar was also not saying don’t bother with Ship Combat, it said that PCs will normally have better options than siege weapons and you can freely swap the weapons.
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# ? Sep 12, 2022 01:57 |
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Pretzel Rod Stewart posted:yep, this is exactly how 5e works. even settings that should have new or different subsystems do not; the recent Spelljammer release almost entirely eschewed rules updates except for a single page on ship combat with a sidebar advising you not to even bother and one (1) d20 encounter table. That's pretty much exactly what I was looking for and just didn't know how to word the question, thank you! In that case I'll focus around adding the alternate magic system as a new class and maybe come up with a few optional flavor mechanics that aren't deeply tied to the overall package
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# ? Sep 12, 2022 02:45 |
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something 5e has been doing lately that might allow the other classes to dip into your new magic system is adding a feat that gives you a tiny bit of another class. examples: there’s Metamagic Adept (sorcery points and metamagic even if you’re not a sorcerer), Eldritch Adept (one eldritch invocation even if you’re not a warlock), Artificer Initiate (a cantrip and first-level spell from the artificer spell list as well as proficiency in one tool set), or Fighting Initiate (a fighting style option from the fighter class). so! say your class is called Potioneer or something, it would be totally within the realm of 5e design to have a Potioneer Dabbler feat that lets you fiddle with whatever the lowest level or two of reagent is regardless of your main class.
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# ? Sep 12, 2022 03:18 |
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Pretzel Rod Stewart posted:something 5e has been doing lately that might allow the other classes to dip into your new magic system is adding a feat that gives you a tiny bit of another class. The artificer one sucks, it should give you an infusion. That's what our Eberron DM has homebrewed if anyone picks it
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# ? Sep 12, 2022 03:22 |
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yeah, that’s definitely better. it also fits better in the paradigm offered by the others—spellcasting and using brewer’s kit as a focus is not the interesting or fun part of artificers; infusions are.
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# ? Sep 12, 2022 03:23 |
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I'm planning to run an intro session for some kids, and planning to basically strip rules back to a large degree. Any tips on how best to go about this? I was thinking of things like reducing any kind of status effect to simply granting advantage or disadvantage, so they get a clear understanding that inflicting these helps them but without getting bogged down in so many different variations.
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# ? Sep 12, 2022 15:38 |
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deep dish peat moss posted:like how in Dark Sun reading was illegal so wizards couldn't easily carry spellbooks or scrolls and your character had to find a teacher who could teach them new spells and they had to hide their spellcasting and 'learn' their spells in creative ways like weaving them into their robes. We always used a quipu-like system. drat, I miss that setting.
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# ? Sep 12, 2022 15:55 |
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Cessna posted:We always used a quipu-like system. Ok cool is that one of these: "Quipu (also spelled khipu) are recording devices fashioned from strings historically used by a number of cultures in the region of Andean South America. A quipu usually consisted of cotton or camelid fiber strings. The Inca people used them for collecting data and keeping records, monitoring tax obligations, collecting … See more"
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# ? Sep 12, 2022 16:43 |
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deep dish peat moss posted:For better context, I'm putting it together as part of a portfolio that includes adapting this one setting to various formats (board game, D&D setting, wiki, screenplay, etc), and choosing D&D 5e in particular because it's popular and has the most players, therefore it's the most 'marketable' and fitting for a portfolio One thing I'd note is that despite the complications added to spellbooks and clerics worshiping elements instead of deities, Dark Sun's magic mechanics aren't fundamentally different from AD&D's in general. Even with Dark Sun's very distinct magic fluff involving defilers and preservers drawing upon life energy to cast their spells, the mechanics were the same "Vancian" memorization and slots. My point is that you can include some dramatic changes to the fluff of magic while maintaining the same core mechanics. I'm not sure that will work well with your reagent-based classless casting, but maybe the best way to implement that within the 5E framework is through magic items.
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# ? Sep 12, 2022 16:51 |
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My main issue with subclasses is sometimes it feels bad to commit to sometimes months of playing a specific character or class when sometimes you wanna switch it up. Has anything experimented with a means of swapping subclasses on a Long Rest or similar? Something vaguely Darksoulsian or like the FFXIV Job System of being able to freely adjust your build?
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# ? Sep 12, 2022 17:10 |
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Raenir Salazar posted:My main issue with subclasses is sometimes it feels bad to commit to sometimes months of playing a specific character or class when sometimes you wanna switch it up. Has anything experimented with a means of swapping subclasses on a Long Rest or similar? Something vaguely Darksoulsian or like the FFXIV Job System of being able to freely adjust your build? they brought it up in Tasha's quote:Changing Your Subclass So like they say it's something you should be allowed to do, but I don't think it would work as a frequent thing.
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# ? Sep 12, 2022 17:17 |
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I don't think it should be a frequent thing but if you're not feeling your subclass, talk to your DM. I'm sure they can work out a story reason to swap things (like the paladin in my game who's changing to nature after killing the target of his vengeance oath)
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# ? Sep 12, 2022 17:19 |
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Spelljammer vs Spelljammer combat is pretty funny, my players figured out very quick that blapping the enemy spelljammer guy basically wins the fight. I was like well, having the mage sit in the basement of the ship protected is boring, so I'm considering letting spelljammers jam from anywhere. But regardless, the ship to ship combat, flinging seige engine stuff at each other is boring, I can see my players just boarding and fighting skirmish style anyways. I wonder if there's a way to abstract it, have everyone make a skill roll to aggregate to a larger check adn thats like, setting the advantage or disadvantage of boarding.
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# ? Sep 12, 2022 17:20 |
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change my name posted:I don't think it should be a frequent thing but if you're not feeling your subclass, talk to your DM. I'm sure they can work out a story reason to swap things (like the paladin in my game who's changing to nature after killing the target of his vengeance oath) you can actually change your subclass pretty simply using rules in tashas, based off what you are looking to do
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# ? Sep 12, 2022 17:26 |
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Raenir Salazar posted:My main issue with subclasses is sometimes it feels bad to commit to sometimes months of playing a specific character or class when sometimes you wanna switch it up. Has anything experimented with a means of swapping subclasses on a Long Rest or similar? Something vaguely Darksoulsian or like the FFXIV Job System of being able to freely adjust your build? The solution to this is multiple PCs per player. Your only allowed to play one at a time, the other one is busy.
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# ? Sep 12, 2022 17:27 |
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Jables88 posted:Ok cool is that one of these: Yes, that's it. They're fascinating:
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# ? Sep 12, 2022 17:28 |
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Dexo posted:they brought it up in Tasha's So if anyone is going to do something like that and impose story penalties, make sure your players know about it beforehand.
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# ? Sep 12, 2022 17:51 |
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I wrote up some homebrew 5e subclass ideas, one for each class and am hoping for some feedback. Is this the best thread to post them?
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# ? Sep 12, 2022 22:04 |
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Reo posted:I wrote up some homebrew 5e subclass ideas, one for each class and am hoping for some feedback. Is this the best thread to post them? Yeah, post away.
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# ? Sep 12, 2022 22:09 |
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Thanks! I'm looking for general feedback, just like "does that sound cool," as well as if anyone more experienced knows if I've done anything that will suck to play / absolutely break the game. I tried to approach building them from strong themes first, then build the mechanics from there. Synergy sorcerer and Battleflow monk are probably the most wacky concepts. Been a while since I've done any bbcode, hope this is correct: Artificer Appareler Specialist Barbarian Path of Revelry Bard College of Counsel Cleric Hearth Domain Druid Circle of The Body Fighter Shield Bastion Archetype Monk Way of Battle Flow Paladin Oath of Liberty Ranger Discoverer Conclave Rogue Rapscallion Archetype Sorcerer Synergy Sorcerous Origin Warlock Sacred Tree Patron Wizard School of Echoes
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# ? Sep 12, 2022 22:14 |
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Reo posted:Thanks! I'm looking for general feedback, just like "does that sound cool," as well as if anyone more experienced knows if I've done anything that will suck to play / absolutely break the game. Homeopathic Remedy should just be the create water spell with extra somatic requirements.
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# ? Sep 13, 2022 01:00 |
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And a material component of a bottle of water
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# ? Sep 13, 2022 01:53 |
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Raenir Salazar posted:My main issue with subclasses is sometimes it feels bad to commit to sometimes months of playing a specific character or class when sometimes you wanna switch it up. Has anything experimented with a means of swapping subclasses on a Long Rest or similar? Something vaguely Darksoulsian or like the FFXIV Job System of being able to freely adjust your build? No - but I have had subclass changes under two conditions. First that you get to change anything you like either in your first three sessions of playing your character or after your first session with a feat or subclass. Second that you can change your subclass (or have it changed) as a significant narrative event either through reckless experimentation with magic (an unnecessary magical heart transplant turned a battlemaster into an echo knight) or through changing your approach significantly whether through rituals and rites or through trying to find a new patron as a warlock or deciding you swore the wrong oath or turning your back on your oath as a paladin. Your subclass is a big part of who you are - but people change.
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# ? Sep 13, 2022 04:32 |
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neonchameleon posted:No - but I have had subclass changes under two conditions. First that you get to change anything you like either in your first three sessions of playing your character or after your first session with a feat or subclass. Second that you can change your subclass (or have it changed) as a significant narrative event either through reckless experimentation with magic (an unnecessary magical heart transplant turned a battlemaster into an echo knight) or through changing your approach significantly whether through rituals and rites or through trying to find a new patron as a warlock or deciding you swore the wrong oath or turning your back on your oath as a paladin. Your subclass is a big part of who you are - but people change. I had a player who was playing the original PHB beastmaster ranger and when the gloomstalker came out we arranged for her to switch when her animal companion sacrificed itself to save her life in a close battle.
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# ? Sep 13, 2022 13:53 |
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Okay, a few remarks on the Cutpurse: It's not clear if the target will be aware of the object dropping (or if they are under attack at all) when someone use the Cutpurse technique. Also it's overall pretty much weak for a level 3 archetype feat. Some subclasses gain spell casting or advantage and auto-crit under certain conditions. Or you know PSYCHIC DAGGERS. Or Aid from a distance. Or free proficiency. Or free disengages. Appraisal: is okay and useful for the theme i guess. Measure of fortune: is okay mechanically for a level 13th ability but it's thematically a really weird luck manipulation ability. I like it's a proficiency bonus number of uses. Cut down to size: is meh. I just don't understand the actual usage scenario: i am cut pursing some item and suddenly i can decide "nah gonna sneak-attack that bitch too". Just allow any attack to be either an attack or a cutpurse or both, i think that's the point and you should make that clearer. Also it should be part of the level 3 ability. Overall Rapscallion is a rather weird class, you can drop items from your target with non lethal no-damage "attacks", you can guess armor class, the number of magic item and the money on the target (which synergize well with the first ability), you can cancel critical hits and turn them into extra roll for someone else, and the final power is just something that should be part of the level 3 ability from the start. Do that and find something that make a better capstone, like a disarming strike. e: maybe make Measure of fortune into Reversal of Fortune: cancel a crit against you and your next attack on that target is with advantage. Toplowtech fucked around with this message at 14:30 on Sep 13, 2022 |
# ? Sep 13, 2022 14:02 |
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I love the flavor of rapscallion but the mechanics seem extremely weak compared to other classes. I’d rather be a Swashbuckler and just flavor myself as a rapscallion from background/traits.
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# ? Sep 13, 2022 15:00 |
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Summit posted:I love the flavor of rapscallion but the mechanics seem extremely weak compared to other classes. I’d rather be a Swashbuckler and just flavor myself as a rapscallion from background/traits. the thing that you have to understand about making custom stuff is you actually kind of want it to be a little bit overpowered, for this exact reason. lurkers and homebrewers take note: the worst possible response for an archetype being slightly overpowered is good because the alternative is someone thinks the idea is cool but gets disappointed by how weak the options are. you can power up the party to match one person who is slightly overperforming, but buffing up weak mechanics is harder
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# ? Sep 13, 2022 15:27 |
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It's also easier to aim high and start slightly peeling back the OP stuff than it is to shoot to low and start spitballing buffs.
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# ? Sep 13, 2022 15:53 |
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# ? Jun 3, 2024 21:44 |
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I Just expect any "splat book" to be OP and just understand that, if you're something like Pathfinder 1 where the splat book landscape is enormous, it's also a game that diverges wildly in practice from the implications of the core book. So yeah, make them OP; people SHOULD be picking these kits anyway because, what, do you want someone to look at them and conclude they'll just play a Dispell focused mage instead of your kit?
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# ? Sep 13, 2022 16:01 |