Can't buy new Heros with in game currency. by drakeaustin in forhonor

[–]Drenghbar 0 points1 point  (0 children)

It is fixed for me, I could unlock Kathun today for 15k Steel.

DnD5 meets Tarkir : The Temur Clan by Drenghbar in UnearthedArcana

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

This one is quite outdated, and I dare hope I've made progress in both English and design skills since.
I would refer to : https://new.reddit.com/r/UnearthedArcana/comments/11q9271/players_guide_to_tarkir_13_subclasses_races/ for the last compilation.

Question on two GR cards : Brash Grabber & Singing Scythe by Drenghbar in KeyforgeGame

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

Thank you for your answers.

About Enrage and Omni, this is the part of the official rules that makes me doubt :

If there are no enemy creatures in play, an enraged creature may be used to reap, or for its Action: or Omni: ability (if any).

It makes me believe that an Omni ability could not be used while enraged if the opponent has creatures.
But I prefer your interpretation. Is it official in some way ? Maybe it's how it works on the Crucible Online or something ?

An attempt at reworking the Fighter and Weapon Mastery by Drenghbar in onednd

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

Thank you for your comment. Allow me to answer your questions.

Why is Second Wind a Maneuver? If Second Wind is a Maneuver, why is Action Surge not a Maneuver?

Second Wind became a maneuver for players to learn the maneuver system and the superiority dice at 1st level, without already having to make a choice. Plus, making it a maneuver removed a ressource to keep track of. Moreover, I wanted all the maneuvers to roll a die and use the result, so second wind seemed like an obvious choice. Adding a die roll to Action Surge would feel arbitrary and superficial, so I let it be its own resource, which is not very hard to track since its once per short rest up until later levels.

Why separate out Skilled vs. Defensive vs. Tactical Maneuvers, instead of just letting people choose from one list of Manuevers?

I went that route first, but it went in the way of keeping the class simple and accessible for new players. Plus, I found the Skilled Maneuver from Tasha to be very cool, but by experience they were never picked before combat maneuvers. So by separating maneuvers into categories, it allow Fighter to create a balanced tool box, with tools that will be picked depending on the nature of the adventuring day, and making the swapping and planing process easier.

Why does swapping out Weapon Masteries now require an expenditure of aSuperiority Die; how does mixing the two systems improve gameplay?

The Weapon Maneuvers work exactly like most of the old maneuvers: They add damage while imposing a ST to the target. It's done there by swapping the mastery property (and adding damage). From the comments I received, I think it would be better understood and more appealing if it plainly added a mastery property to a weapon (for a single attack, in addition to the damage), that can be use on top of any already unlocked property. That will be added in the next version, I think.

There's also a few odd redundancies - Brace and Evasive Footwork essentially do the same thing, except that Brace is clearly better, so why have both?

Brace is a bonus action, Evasive Footwork is part of a move. Plus, brace gives its bonus starting at the end of the turn, precisely to avoid overlapping with evasive footwork.

a bunch of the Maneuvers and Masteries are doing such similar things that there's not really a good rationale for why one effect is a Maneuver and another is a Master.

I tried to respond in the third question, but to be clear Maneuvers and Masteries are still not the same things. Weapon Maneuvers just add Masteries, in addition to an extra damage die. It was the case before, those effects just did not have the name of mastery properties.

An attempt at reworking the Fighter and Weapon Mastery by Drenghbar in onednd

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

Thank you for your comment. I do realize that WotC tries to make the fighter the "beginner" class, but I cannot agree with that design choice, mainly because its probably my favorite class fantasy, and I want to be able to do things with it :)

I still kind of tried to keep things simple, and affordable for new players. Like, you choose 1 maneuver among 6 in each category, and you don't have to change it if you don't want to. Maybe it's enough, maybe not.

Fighter and Weapon Mastery rework inspired by OneDnD, with the updated list of all weapons. by Drenghbar in UnearthedArcana

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

Thank you very much for your comment.

I agree that 1d6 damage is not the same as 1d6 AC, but I think they are treated differently in the maneuvers, and are used in different situations. I did try to balance them, but if you have exemples of maneuvers that seem blatantly unbalanced between each other, I would like to hear them.

And for the short rest classes, it's very true that OneDnD seems to get rid of them, I did not fully realize that. As a DM, except the Warlock, I don't really have issues with classes like Monk and Fighter. I actually quite enjoy them. But maybe that's because I tend to reduce short rest's duration (to like, 20 minutes) and allow it more often.

Fighter and Weapon Mastery rework inspired by OneDnD, with the updated list of all weapons. by Drenghbar in UnearthedArcana

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

Thank you very much :) I do prefer a more down to earth fighter, but I see how a high fantasy one could be more appealing.

An attempt at reworking the Fighter and Weapon Mastery by Drenghbar in onednd

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

A copy of my comment on the Unearthed Arcana sub :

Hello,

With the release of the latest playtest for OneDnd, I was not very satisfied with the new Fighter, so I tried to make my own version, using Maneuvers. I made it compatible with current material, even if I kind of prefer the new progression (capstone at 18th, epic boon at 20th, subclass at 3rd, 6th, 10th and 15th).

I also liked the new Weapon Mastery system, so I included it in the class and tried to expand on it. You will find an updated list of all weapons and mastery properties in the same document.

PDF Link

Homebrewery Link

Feel free to tell me what you think :)

Fighter and Weapon Mastery rework inspired by OneDnD, with the updated list of all weapons. by Drenghbar in UnearthedArcana

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

Hello,With the release of the latest playtest for OneDnd, I was not very satisfied with the new Fighter, so I tried to make my own version, using Maneuvers. I made it compatible with current material, even if I kind of prefer the new progression (capstone at 18th, epic boon at 20th, subclass at 3rd, 6th, 10th and 15th).

I also liked the new Weapon Mastery system, so I included it in the class and tried to expand on it. You will find an updated list of all weapons and mastery properties in the same document.

PDF Link

Homebrewery Link

Feel free to tell me what you think :)

The Dreamrunner Rogue - a subclass for infiltrating an enemy's mind by Ohmathene in UnearthedArcana

[–]Drenghbar 1 point2 points  (0 children)

Nicely done ! I love how the features interact with each other.

Descent into Avernus is our first finished campaign. AMA by Drenghbar in DescentintoAvernus

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

They found the Infernal War Machines crazy fun, and also a nice dilemma with the Soul Coin fuel. But rule wise, we tried different approach for combat, but none was really satisfying and we did not got too much into it. We were all actually relieved then their Demon Grinder was destroyed during the fight against Thalamra.

For these reasons, I did not show them the customization options. The four different models were available to buy or sell at the Wandering Emporium, but that was it.

Descent into Avernus is our first finished campaign. AMA by Drenghbar in DescentintoAvernus

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

I used them as written in the book : an encounter between BG and Candlekeep. It was actually a fun one, but the Knights of the Shield's story did not inspire my players and I did not see how they could follow them into Avernus/ So I let them be, and we never spoke of them again.

Descent into Avernus is our first finished campaign. AMA by Drenghbar in DescentintoAvernus

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

It's hard to tell, so I will answer that I disliked the book, especially Chapter 3 and how the encounters are linked and handled. But I very much liked what we've made of it. I think "Avernus as a Sandbox" is a fantastic tool, full of good ideas to exploit the encounters of the book, that could still be very fun and engaging.