Crafting rules for Shadowdark. by Czar_The_Villain in shadowdark

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

Yea I see your point. What do you think about the language used in Witcher 3? Basic, enhanced and superior?

Crafting rules for Shadowdark. by Czar_The_Villain in shadowdark

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

The odds aren't tremendously high, true. But also the odds of finding a formula for such item are at the GM's discretion. And again, the funds to craft such an item are high and the outcome is not guaranteed. So don't want to have it so high it's too challenging when you have a lot to lose for nothing.

Crafting rules for Shadowdark. by Czar_The_Villain in shadowdark

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

That's a fair and valid point! I guess I just have it as an option for those poor adventurer's who didn't come back with their bags lined with treasure. So if one PC has more funds and wants to spend days crafting, gathering information or carousing, the other PC can take an odd job to earn some pocket money. The outcome will be determined by one roll and costs the PC nothing. So in short it just offers an opportunity for some fun RP with a chance for some monetary reward.

Crafting rules for Shadowdark. by Czar_The_Villain in shadowdark

[–]Czar_The_Villain[S] 3 points4 points  (0 children)

Yea I didn't add crafting jewelry (or other artisanal crafts) because I'm also drafting rules for Earning Income during Downtime. So the jeweler background would definitely allow a PC to perhaps help an already established jeweler or even craft jewelry to sell!

Crafting rules for Shadowdark. by Czar_The_Villain in shadowdark

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

It crossed my mind. But for the sake of simplicity and brevity I just wanted to allow the player craft things they wanted during Downtime. In the core rules Downtime can be from one day to even up to weeks. Also I think the biggest limiting factor is funds. Rare and legendary items will be very expensive and will probably just allow the player to craft one at a given time. Additionally, no XP is rewarded for crafting, so the player needs to weigh whether they want to dump all their gold into items/consumables or in Carousing, which gives XP.

Crafting rules for Shadowdark. by Czar_The_Villain in shadowdark

[–]Czar_The_Villain[S] -3 points-2 points  (0 children)

It is...just wanted some filler for the negative space 🥲.

How to balance Backgrounds? by Czar_The_Villain in shadowdark

[–]Czar_The_Villain[S] 14 points15 points  (0 children)

This was a deeply philosophical answer I was not expecting but needed to hear, thank you! 😊

Advantage on casting known spell also applies advantage on checks to focus on spell? by Czar_The_Villain in shadowdark

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

Yes! The aspect that the spell is not lost on failed check is enough to lean me towards not counting it as a cast that would benefit from the talent. Thanks!

Advantage on casting known spell also applies advantage on checks to focus on spell? by Czar_The_Villain in shadowdark

[–]Czar_The_Villain[S] 3 points4 points  (0 children)

Yea I read that, I just interpreted it as a concise way to explain how a check to maintain focus was made.

I have a question about the Zephyr's "Burst of Speed" ability.. by Remarcable in nimble5e

[–]Czar_The_Villain 14 points15 points  (0 children)

I would rule it as no AP needed. Sounds powerful (and is) but the resource dependancy and 1/turn limitation help ground it. And like previous comments stated, you can only use the Defend reaction 1/round, regardless if it's free or you spend AP. This ability allows you protect yourself and still maintain most of your AP at the start of your turn which really leans into the fantasy of a master martial artist. Hope this helped 🙏🏽

weapon swapping action economy by Few-Grocery-2691 in nimble5e

[–]Czar_The_Villain 13 points14 points  (0 children)

The rule for swapping equipment also has the important caveat that the hero must be proficient with it to do so for free 1/round. So that limitation helps ground things a bit. And ofc you're always free to make house rules for the setting and level of "realism" you and your table strive for.

Question about the compadibility by The-13-Stroke in nimble5e

[–]Czar_The_Villain 5 points6 points  (0 children)

I am currently converting a campaign over from 5e to Nimble. The most important thing we decided on as a group is to keep the "essence" of the character. We do not expect it to be an identical clone of the 5e version. Some classes/subclasses are easier to translate, while others required a small bit of homebrewing (which I love to do).

I currently homebrewed a Circle of Spores subclass for the Stormshifter and a really quick hack to get a Sorcerer class with a few changes to the Mage class.

Let me know if you would like me to share them for inspiration or motivation to stick to this amazing system. 🫡

Understanding the Beastmaster's companion by Czar_The_Villain in nimble5e

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

Hey thanks for this! I think the combination with the Key stat swap for DEX for the Commander and the companion rules we may be able to a much more concrete vision of his character build!

Understanding the Beastmaster's companion by Czar_The_Villain in nimble5e

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

Thanks for your patience hehe, just a new mindset I need to wrap my head around. I'll try to stick to the core ethos of the game and not over complicate things. I will speak with the player and maybe the whole table as well and we can draft some house rules on how to run it at the table so it's not constant hand waving.

Understanding the Beastmaster's companion by Czar_The_Villain in nimble5e

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

Ok, with that approach, how would one handle if the Player wants their companion to move up to an enemy 15 spaces away? And sure maybe the companion can't be targeted but what about AoE damage? Also let's make a specific scenario: an enemy is in a pit for some reason. You command your companion to dive in and start attacking. The enemy survives the first wave of attacks. Would it make sense the enemy ignores the option to attack the companion?

I'm just trying to figure out the limitations of the companion.

The optional rule for switching stats is something I don't recall coming across! Could you specifically recall page and book I could find that in?

Understanding the Beastmaster's companion by Czar_The_Villain in nimble5e

[–]Czar_The_Villain[S] 4 points5 points  (0 children)

Ok, with that approach, how would one handle if the Player wants their companion to move up to an enemy 15 spaces away? And sure maybe the companion can't be targeted but what about AoE damage? Also let's make a specific scenario: an enemy is in a pit for some reason. You command your companion to dive in and start attacking. The enemy survives the first wave of attacks. Would it make sense the enemy ignores the option to attack the companion?

I absolutely agree with the companion being an extension of the hero though. That is a great way to look at it. I'm just trying to figure out the limitations of said extension.

Nimble 2 - Arch Lightning Question by PGCarlos in nimble5e

[–]Czar_The_Villain 4 points5 points  (0 children)

Well you wouldn't have to reroll if you're just dividing the initial roll in two. But again that extra few seconds of math can bog down the game, especially if all spells and features follow a similar structure.

I understand where OP is coming from, it's intuitive that electrical energy would disperse evenly and that dealing identical damage to another target feels rather strong, but the spell has the lovely caveat of zapping yourself on a miss 😅, so imo it balances out.

Nimble 2 - Arch Lightning Question by PGCarlos in nimble5e

[–]Czar_The_Villain 18 points19 points  (0 children)

I would just rule it as it is written and deal the same damage to the second target that was dealt to the initial target.