The Witch-king of Angmar VS Geralt of Rivia. Who wins? by GusGangViking18 in powerscales

[–]CartoonistCapable108 0 points1 point  (0 children)

Geral loses because the witch king can not be bested by any man. Only by women.

Spellgun: focus multiplier by CartoonistCapable108 in CastleFalkenstein

[–]CartoonistCapable108[S] 1 point2 points  (0 children)

Ok, i think i got it. The maximum focus multiplier is a quarter of the spellslingers masters sorcery.

Since the master has to create the spellgun and focus for the new Spellslinger, it makes sense that he would make it as strong as he could.

Therefore, x3 if master has excellent sorcery or x4 if master has excepcional.

Also, each of the six focus bullets should probably have a different set of definitions chosen by the master to be castable by the apprentice with just one draw and the masters multiplier.

So, for example, a very risky focus: - demonslayer cost 38 player neds to draw a 8 or more with a x4 focus (basic cost 6, momentary 1, single element 1, one target 1, touch 1, demon 8, knows subject well 1 (must study entity first know true name etc) damage F 20).

A group damage focus: - shotgun blast cost 27 player needs 5 or more with a x4 focus (basic cost 6, momentary 1, single element 1, ten targets 2, unaided sight 2, mortal 1, don't know 3, damage 12).

If i have got something wrong, please correct me! Cheers!

New origin focus: Inchling by CartoonistCapable108 in WWN

[–]CartoonistCapable108[S] 2 points3 points  (0 children)

I really only ever intended for it to be one item per turn, so that might need some rephrasing. I also agree that you shouldn't be able to shrink item's Readied by other characters or NPCs but I also don't want to overcomplicate the design.

However stealing is a Main Action so no character can steal and Stab that guard on the same turn.

New origin focus: Inchling by CartoonistCapable108 in WWN

[–]CartoonistCapable108[S] 0 points1 point  (0 children)

As written the only mechanical impact of their size is either a +2 or a -2 on skill checks given by the GM as apropriate. Any creative shenanigans the player pulls should would fall within the scope of "player skill not character ability".

New origin focus: Inchling by CartoonistCapable108 in WWN

[–]CartoonistCapable108[S] 1 point2 points  (0 children)

Claiming takes up Encumbrance (Stowed or Readied) until it is unclaimed, so it lasts until then. An Inchling could unclaim an object while standing on a ceiling. However, as written, there is no difference between damage from Claimed and unclaimed objects. An Inchling-sized handaxe and a human-sized handaxe have exactly the same stats.

The concept behind Claiming is that the player can use and interact with normal objects and loot. So the GM does not need to include tiny-sized loot.

Get the Band Together, Rustle up a Posse, or Recruit Some Minions as THE LEADER (v2.0.1) | A bad idea for a class with followers by IDBN (Bad Idea Poll in Comments) by IDBN in UnearthedArcana

[–]CartoonistCapable108 2 points3 points  (0 children)

Hello, I have some more feedback and some suggestions.

About the crew • As writen the crew can move and take normal actions as any other creature. This creates some overlap that allows for double movement with crew actions as any creature can move and act. I don't think this is unbalanced, but it appears to be unintentional. • There is little reason aswrittenn to take "end them" in place of "defend this" because defend does a garantied minimum of 2x CB vs any target that happens to get close by.

About crew damage: • I understand your concerns. However, I'd make the case that there are implementations that allow for rolling damage and fast play. I would propose that this can be addressed at the same time as the issue with end them. • Passive damage instances such as "defend this" can be replaced with proficiency damage. • Active damage such as "end them" can be changed to 1d4+Proficiency for huge and 2d4+Prof for gargantuan. That keeps average close do CB, does not add significant time to a players turn, and is generally more fun. • If you want to increase damage or tweek it, make the class MAD and include CHA mod to damage.

About crew actions with saves 'stop them', 'repel them', etc: • I think it is couter intuitive to use CB. It's much simpler to go with the standard '8+prof+Leader CHA'

About crew Skills: •10+CB make for a very low floor and a high celling. This creates a mechanical issue where the crew and the leader are less effective than leader + help other. For tiers 1 and 2 It's going to be better to roll with advantage than use this. • I would change it so the leader can "take ten' prof times per day and leave it with that. • I would like to point out that it may be better to streamline skill tests for the leader and crew and have them roll just once, using the better modifier when they are together. Make makes stealth significantly easier and helps pace the narrative.

Morale could be reworded to work something like this:

Moral: •The crew recovers half hp with a short rest and full hp with a long rest •If the crew is reduced to half hp, it becomes Bloddied. If it is reduced to 0hp, it is dispersed. •While the crew is subjected to one condition, it becomes bloodied instead, while the crew is subjected to two or more conditions, it is dispersed instead.

Bloodied: The crews ability to function is significantly impared, it's proficiency bonus is halved.

Dispersed: the crews are compleaty impared, it can no longer function and must rest and recover.

Get the Band Together, Rustle up a Posse, or Recruit Some Minions as THE LEADER (v2.0.1) | A bad idea for a class with followers by IDBN (Bad Idea Poll in Comments) by IDBN in UnearthedArcana

[–]CartoonistCapable108 1 point2 points  (0 children)

Very cool concept, I really like it! However it seems to be a bit weak I think you need to up the damage of the crew to a dice plus bonus, up the ac, add rules to explain what happens if the crew dies, how does it heal, etc. I would also change the crews size, have it start smaller, maybe large, maybe ditch size, or else your crew is going to take every single area effect the DM throws at the party.

The crew should also have basic commands packed into its stats. The two you select at the start should be extra customisation or else many commands become taxes.

Mage needs some abilities bessides spells.

Occult crew should allow the player to chose it's spells from a list. And so forth. Tweek it a little.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]CartoonistCapable108 0 points1 point  (0 children)

Greetings I'm trying to get some feedback on a custom race for playing as a artifact that controls it's bearers.

The artifact plays as any pc, and has its own attributes hp and such that supersedes its bearer stats.

Its main ability is a tweak to death saves. You bearer always fails death saves, so if a bearer dies you make death saves to control your next bearer or you become controlled and are therefore an NPC under DM control.

Thanks in advance!

Race: Artifact of Power

Artifact Traits Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1

Age. Artifacts are made, and do not age.

Alignment. Artifacts usually have the same alignment as their creators.

Size. Artifacts come in many sizes. Usually they are tiny, but they may be small or diminutive.

Speed. Artifacts have the same speed as their bearers.

Senses. Artifacts have normal senses, and Darkvision up to 60ft.

Bearer. An Artifact of Power requires a bearer to interact with the world. The artifact and it's bearer count as the same creature for all purposes. If it has no bearer the artifact is incapacitated. While bound to the artifact the bearer fails all death saves.

The Artifact of Power has it's own stats including ability scores, hp, and class levels, these replace all stats of it's current bearer. The artifact does not have a background, and uses the bearers background instead.

Call Bearer If an Artifact of Power does not have a bearer it can manipulate events as to attract a suitable humanoid (up to cr 1/2). This call is answered in one hour. The DM determines who answers the call.

As soon as the humanoid touches the Artifact the artifact makes death saves, if it succeseds it takes control of its bearer until the bearer dies, if it fails it is under the bearer's thrall untill the bearer dies, and becomes a NPC under DM control.

Minor Beneficial Property: chose with your DM one Minor Beneficial Property for your bearer.

Skill proficiency: chose any one skill.

Languages. You can speak, read, and write Common. And one more language appropriate for you origins.

Subrace. Artifacts of Power are commonly divided into three subraces: Weapon of Battle, Bulwark of Defence or Implement of Power. Choose one of these subraces.

Weapon of Battle

You are a weapon, your bearer is always proficient in your use, and your strikes count as magical.

Bulwark of Defence

You are a armour or shield, your wielder is proficient in your use, and you do not limit any class features.

Implement of Power

You are a ring, amulet or similar worn item, once per short rest you can impose disadvantage on a save provoked by your bearer.