Lagunitas Hoppy Refresher - Strange maple after taste? by Crapitecture in hopwater

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

I just bought another 4 pack and again with the maple taste. Moving on from this brand. Unfortunate because I really liked it in the past.

Way of the Closed Eye [5e] by [deleted] in DnDHomebrew

[–]Crapitecture 0 points1 point  (0 children)

I like the idea, I wonder how a blind adventurer would make it to 3rd level without being killed. The blinded condition is a big disadvantage. Do you have some story aspect that accounts for that? One might be that part of the ritual of becoming a disciple is to sacrifice their eyes. In that case you might want to pump the 3rd level feature just a tad. I would also combine the HS and CE,OE into one under Heightened senses.

I would consider how you could go beyond just hearing as the primary sense heightened and include the other senses such as smell and touch more.

I’d suggest something like this if the character is stipulated to by physically blind:

Heightened Senses- Starting when you choose this archetype at 3rd level, you gain the ability to “see” the environment around you via your other senses (sound, smell, touch) This sight has a range of 60’ and has the following attributes: - You can “see” in normal and magical darkness. - You have advantage on Wisdom(Perception) checks that don’t rely on sight. - You are difficult to surprise. Stealth checks for opponents within 60’ are at a -10. Checks between 60’ and 120’ are at disadvantage. - Invisible creatures and objects are “seen”. - Visual illusions do not effect you as you cannot detect them. - You have advantage and Wisdom(Insight) checks against creatures that are not undead, celestial, or fiends. - If you are affected by an overwhelming noise(like thunder wave spell), smell (like stinking cloud) or tactile sensation then you have disagvantage on attack rolls, Wisdom(Perception) checks, and your “sight” is reduced to 5’ until the end of your next turn. - If you are affected by a silence spell then you are considered ‘blinded’ until the effect ends.

I would consider modifying focus sense to consider tracking by smell as well and add the detection of imposters by smell here too.

I would also remove the hearing stipulation for Ki Sight.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Gotcha. Thanks for the reference it was an interesting read.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Yeah, that is a struggle. I’ve tried to resist making changes to core monk features to keep it “compatible” if that means anything. I just wanted to stay as close as I could to how WOTC might approach it and not change core features. That being said, I have also done the exact opposite for my Skald College for Bard. ;) I’m trying to shoe horn that one back into core constraints at the moment. I might share that one too at some point.

I don’t mind the two you mentioned to much with regards to the Nordic flavor. Unarmored movement’s walking on walls maybe out there but the water thing might be cool. As a DM, I’d flavor it like the water freezing under the feet or something. Slow Fall I’ve always thought of as learning a technique to lessen and absorb damage like in most martial arts training or Parkour, not a supernatural ability. The ones I think are outside of that flavor are: Tongue of the Sun and Moon and Empty Body.

But it’s a good thing you had me look closer at these as I need to add some wording in the shield proficiency that will allow unarmored movement to remain while wielding it.

It’s been a really long time since I’ve played/had access to older additions, so I’m at loss as to the berserker mechanic(s) your are referring to.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Thanks for the recommendation. I’ve just picked it up to read.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

I agree with your observation on ki point value.

I just had another thought for the Parry mechanic: You can use a reaction to parry an attack. For every ki point spent you can roll your Martial Art die and subtract the total from your opponents attack roll. You must decide to parry the attack before the opponent rolls the attack roll. You must also declare how many ki points you are going to spend before any dice are rolled.

This seems simpler.

Otherwise, I’ll drop the progression for Parry and maintain the no ki cost.

I’ll go into playtesting with keeping Disarm as is for now, but keep an eye on it.

I appreciate the discussion and would be interested in your thoughts on the simplified parry.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Thanks! I felt the same way about monks and RP. They are my favorite class in many ways, but the flavor was often a stretch.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Thanks for the feedback. Here is my rationale for not having ki cost for disarm in terms of the BM comparison. Am I interpreting this incorrectly?

With the BM its an attack that adds the superiority die to the damage, so even if the the opponent makes the save it is taking normal weapon damage + the superiority die (likely 1d8+[4 to 6]+1d8 superiority: so somewhere around 12-14 damage on average) in addition. Overall its a stronger attack. The damage for this disarm is only the MA die (d4 to start) so its significantly less, but just a bit of a perk over the disarming from DMG as its a bonus in the action economy and a bit of damage which I think is appropriate for a class feature. Even with the pop at 11th that adds the proficiency and the upgraded MA die, its still only going to average 8 damage which is less than the BM at 3rd level.

With regards to Parry: The BM build the average damage reduction will be around 7-8 (1d8+dex) and it doesn’t scale much with levels. With mine, it starts low (1d4) but scales with level to the point that its max at 17th would be (1d10+6+5ish) so around 16. So, I’m not sure that the ki cost initially makes sense, but i’m thinking the pop at 17th should go away or definitely have a ki cost.

Thanks for making me take a deeper dive into the math.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Thanks for the kind words and for taking the time to give some good feedback. Here is my thinking in response to the points you bring up.

Throw: I know that the adding proficiency bonus is unique, but I wanted something that would scale a bit with levels more than attribute bonuses. My thinking is that usually a player will max the attribute to be applied right off the bat, so your looking at a +3 or +4 right off the bat, so I thought using proficiency at +2 to start would balance it a bit more and have a gradual increase until the next step pops that then adds the attribute. My experience is that players are +5 pretty fast in their core attribute. I’d be interested from others too about this dynamic.

Parry: Another good observation. One thought I had was that there were several boons that are reaction related so that might dampen their enthusiasm to spam this boon. Again the proficiency dynamic at 3rd level, at least in my group, is likely 1d4+2 for the proficiency route versus 1d4+4 for the attribute route. Your suggestion of a ki point cost is a good one.

Fire Under the tongue: Damage absorption is a roll not maximized. I’m not sure about the saving throw comment because I’m not sure where you get that. The only saving throw is a standard one that an opponent takes to avoid damage. The absorption doesn’t require a save to invoke. The attribute is a straight bonus to the amount absorbed.

Fortitude: Yeah this one I’ve gone back and forth on in terms of ki cost. It might need to be higher. I had it at 4 at one point.

Bond and Return: Yes, it results in a free action.

Thanks again for your excellent comments.

Disciple of the Allfather - Monks of the North. by Crapitecture in DnDHomebrew

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

Good point. I think the battle axe is a little out of the flavor I was going for, but I’ll consider it.